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Returning 33 results for 'barrier barriers diffusing combine rebuke'.
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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
Backgrounds
Guildmasters’ Guide to Ravnica
5th
dominate person
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you
it and now does me occasional favors.
9
I have a fanatical Selesnya cousin who keeps trying to recruit me and everyone else in the family.
10
While growing up, I was bullied by a brat who’s now a hybrid in the Simic Combine.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the land from long before humanity’s arrival on the continent. The elves of Valenar devote themselves to the arts of war. Their cavalry has no equal in Khorvaire, and they combine a talent for magic
Valenar and serve as a natural barrier between this land and the rest of Khorvaire. Beyond the desert, Valenar transitions from rolling steppes to fertile plains. The desert can be deadly, but the Valenar
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the land from long before humanity’s arrival on the continent. The elves of Valenar devote themselves to the arts of war. Their cavalry has no equal in Khorvaire, and they combine a talent for magic
Valenar and serve as a natural barrier between this land and the rest of Khorvaire. Beyond the desert, Valenar transitions from rolling steppes to fertile plains. The desert can be deadly, but the Valenar
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the land from long before humanity’s arrival on the continent. The elves of Valenar devote themselves to the arts of war. Their cavalry has no equal in Khorvaire, and they combine a talent for magic
Valenar and serve as a natural barrier between this land and the rest of Khorvaire. Beyond the desert, Valenar transitions from rolling steppes to fertile plains. The desert can be deadly, but the Valenar
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->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
demon prince in about a month. To bring about these changes, the invaders must remain in the same location for some time, usually an area no more than six miles on a side, to combine their influence
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
demon prince in about a month. To bring about these changes, the invaders must remain in the same location for some time, usually an area no more than six miles on a side, to combine their influence
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
demon prince in about a month. To bring about these changes, the invaders must remain in the same location for some time, usually an area no more than six miles on a side, to combine their influence
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->Xanathar's Guide to Everything
creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. Spirit Totem Starting at 2nd level, you can call forth
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. Spirit Totem Starting at 2nd level, you can call forth
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. Spirit Totem Starting at 2nd level, you can call forth
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->Bigby Presents: Glory of the Giants
, and sometimes they regather and combine into a new troll amalgam. Troll Amalgam Gargantuan Giant, Typically Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 217 (14d20 + 70)
Speed 60 ft
Resistance (Spell Scarred Only). The mutate has advantage on saving throws against spells and other magical effects.
Psychic Rebuke (Psionic Mirror Only). If the mutate takes psychic damage, each
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and sometimes they regather and combine into a new troll amalgam. Troll Amalgam Gargantuan Giant, Typically Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 217 (14d20 + 70)
Speed 60 ft
Resistance (Spell Scarred Only). The mutate has advantage on saving throws against spells and other magical effects.
Psychic Rebuke (Psionic Mirror Only). If the mutate takes psychic damage, each
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and sometimes they regather and combine into a new troll amalgam. Troll Amalgam Gargantuan Giant, Typically Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 217 (14d20 + 70)
Speed 60 ft
Resistance (Spell Scarred Only). The mutate has advantage on saving throws against spells and other magical effects.
Psychic Rebuke (Psionic Mirror Only). If the mutate takes psychic damage, each
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts. Level 3: Combat
combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts. Level 3: Combat
combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts. Level 3: Combat
combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Hellish Rebuke reaction, which she can use twice per day (but only once before her next turn). If she is reduced to fewer than half her hit points, Thalamra tries to escape through the nearest secret door
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Hellish Rebuke reaction, which she can use twice per day (but only once before her next turn). If she is reduced to fewer than half her hit points, Thalamra tries to escape through the nearest secret door
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Hellish Rebuke reaction, which she can use twice per day (but only once before her next turn). If she is reduced to fewer than half her hit points, Thalamra tries to escape through the nearest secret door
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
character who approaches the door can smell the stench of what lies beyond. If the door is opened, read: Rats fill the room, trapped among their own waste. A small half-barrier prevents the rats from
rats, and in the meantime the rodents have chewed away the fastenings of the barrier. One round after someone opens the door, the rats knock the barrier over and rush out, attacking as a swarm of rats
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
character who approaches the door can smell the stench of what lies beyond. If the door is opened, read: Rats fill the room, trapped among their own waste. A small half-barrier prevents the rats from
rats, and in the meantime the rodents have chewed away the fastenings of the barrier. One round after someone opens the door, the rats knock the barrier over and rush out, attacking as a swarm of rats
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
character who approaches the door can smell the stench of what lies beyond. If the door is opened, read: Rats fill the room, trapped among their own waste. A small half-barrier prevents the rats from
rats, and in the meantime the rodents have chewed away the fastenings of the barrier. One round after someone opens the door, the rats knock the barrier over and rush out, attacking as a swarm of rats






