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Returning 35 results for 'barrier barriers diffusing careers ready'.
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Monsters
Strixhaven: A Curriculum of Chaos
Repelling Burst attacks. It can also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Repelling Burst"} to hit
creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet directly away from the professor and become restrained until the start of professor’s next turn.
Force Barrier
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
Barrier Peaks. After constructing a new collective body from spare parts, the brains escaped (and now seek revenge against the characters if they did not aid the brains sufficiently during that
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
misleading.”
“When you are ready to proceed, turn the page.”
When the reader turns the page, the book glows briefly, as a delayed-action gate spell is activated. Any creature within 10 feet of the
a forest. If anyone tries to move away from the forest, they are halted by an impassable barrier of force that disallows any other route. The story takes the characters generally northward through
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
misleading.”
“When you are ready to proceed, turn the page.”
When the reader turns the page, the book glows briefly, as a delayed-action gate spell is activated. Any creature within 10 feet of the
a forest. If anyone tries to move away from the forest, they are halted by an impassable barrier of force that disallows any other route. The story takes the characters generally northward through
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
misleading.”
“When you are ready to proceed, turn the page.”
When the reader turns the page, the book glows briefly, as a delayed-action gate spell is activated. Any creature within 10 feet of the
a forest. If anyone tries to move away from the forest, they are halted by an impassable barrier of force that disallows any other route. The story takes the characters generally northward through
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
of Seven Parts or a high-level spell. (See the “Dismantling an Unreality” section for more information.) Teleportation Ward. A crystalline barrier surrounding the Cave of Shattered Reflection wards
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
of Seven Parts or a high-level spell. (See the “Dismantling an Unreality” section for more information.) Teleportation Ward. A crystalline barrier surrounding the Cave of Shattered Reflection wards
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
of Seven Parts or a high-level spell. (See the “Dismantling an Unreality” section for more information.) Teleportation Ward. A crystalline barrier surrounding the Cave of Shattered Reflection wards
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) force damage. If the target is a Large or smaller creature, it must
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) force damage. If the target is a Large or smaller creature, it must
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) force damage. If the target is a Large or smaller creature, it must
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
resources in spades. By running an adventure using survivors, you can recapture some of the same tension adventurers experience early in their careers, encouraging players to use their wits and make
general role like noble, villager, or sailor with a touch of talent. Make use of these ready-made characters in whatever ways suit your adventure best.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
resources in spades. By running an adventure using survivors, you can recapture some of the same tension adventurers experience early in their careers, encouraging players to use their wits and make
general role like noble, villager, or sailor with a touch of talent. Make use of these ready-made characters in whatever ways suit your adventure best.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
resources in spades. By running an adventure using survivors, you can recapture some of the same tension adventurers experience early in their careers, encouraging players to use their wits and make
general role like noble, villager, or sailor with a touch of talent. Make use of these ready-made characters in whatever ways suit your adventure best.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
can earn his release from the coffin along the way — by any means possible. Value to the Party. Originally native to an area near the Barrier Peaks, Ctenmiir has much experience with the initial route
lineage goes back to Levistus (see Mordenkainen’s Tome of Foes), and he keeps his horns adorned with rings, coins and other charms, some of which he claims are powerful magic items ready to be called on
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
can earn his release from the coffin along the way — by any means possible. Value to the Party. Originally native to an area near the Barrier Peaks, Ctenmiir has much experience with the initial route
lineage goes back to Levistus (see Mordenkainen’s Tome of Foes), and he keeps his horns adorned with rings, coins and other charms, some of which he claims are powerful magic items ready to be called on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Goblinoid War Camp A goblinoid army doesn’t stay on the move forever, but when they make camp, it isn’t for rest and recreation. A goblinoid war camp is a place that is constantly ready for war, and
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Goblinoid War Camp A goblinoid army doesn’t stay on the move forever, but when they make camp, it isn’t for rest and recreation. A goblinoid war camp is a place that is constantly ready for war, and
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Goblinoid War Camp A goblinoid army doesn’t stay on the move forever, but when they make camp, it isn’t for rest and recreation. A goblinoid war camp is a place that is constantly ready for war, and
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Field. Can you take a Ready action to ready Dispel Magic to stop another spell from taking effect? The easiest way to stop a spell is to cast Counterspell on its caster while it’s being cast. If
successful, Counterspell interrupts the other spell’s casting, and that spell fails to take effect. Counterspell works against any spell, regardless of a spell’s casting time or duration. With the Ready
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
can earn his release from the coffin along the way — by any means possible. Value to the Party. Originally native to an area near the Barrier Peaks, Ctenmiir has much experience with the initial route
lineage goes back to Levistus (see Mordenkainen’s Tome of Foes), and he keeps his horns adorned with rings, coins and other charms, some of which he claims are powerful magic items ready to be called on
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Field. Can you take a Ready action to ready Dispel Magic to stop another spell from taking effect? The easiest way to stop a spell is to cast Counterspell on its caster while it’s being cast. If
successful, Counterspell interrupts the other spell’s casting, and that spell fails to take effect. Counterspell works against any spell, regardless of a spell’s casting time or duration. With the Ready
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Field. Can you take a Ready action to ready Dispel Magic to stop another spell from taking effect? The easiest way to stop a spell is to cast Counterspell on its caster while it’s being cast. If
successful, Counterspell interrupts the other spell’s casting, and that spell fails to take effect. Counterspell works against any spell, regardless of a spell’s casting time or duration. With the Ready
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, and wait for new orders. Any mind flayer in need of assistance can visit this room to obtain the needed muscle power. In the event of an attack, the thralls gather here to arm themselves and ready for
illusion, or some other barrier. Illithid Quarters Each member of the colony claims a single room or a small series of chambers at its own and uses the space to conduct its personal research. One
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, and wait for new orders. Any mind flayer in need of assistance can visit this room to obtain the needed muscle power. In the event of an attack, the thralls gather here to arm themselves and ready for
illusion, or some other barrier. Illithid Quarters Each member of the colony claims a single room or a small series of chambers at its own and uses the space to conduct its personal research. One
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. If the characters approach from the south, the giant beavers poke their heads above the barrier for a moment, then begin slapping their tails on the water. This calls the hunters in area L2, who
. Three small hunting boats glide around the lake in wide circles. The humanoids aboard peer intently into the water with spears at the ready.
Six hunters (scouts) are fishing in the lake, two per






