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Returning 35 results for 'barrier before desired continual remove'.
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Magic Items
Dungeon Master’s Guide
cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Heward's Handy Spice Pouch
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Magic Items
Xanathar's Guide to Everything
, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Monsters
Infernal Machine Rebuild
operate a new mechanical body. The brains share insights and knowledge with one another, and have typically been taken from creatures that desired to prolong their consciousness — or that were tasked
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
Monsters
Dragonlance: Shadow of the Dragon Queen
is alive. When she dies, a creature can remove the gem as an action. The gem then functions as a gem of seeing.Multiattack. Kansaldi makes two Pike attacks and uses Flame Burst.
Pike. Melee Weapon
, thaumaturgy
1/day each: blade barrier, dispel magic, flame strike, lesser restoration, revivifyHigh Master Kansaldi Fire-Eyes leads the Red Dragon Army’s offensive in Solamnia. A fanatical adherent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
2nd Level
Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
Dispel Magic
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shield of Faith
2nd Level Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate
Food and Water
Daylight
Dispel Magic
Feign Death
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
2nd Level
Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
Dispel Magic
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shield of Faith
2nd Level Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate
Food and Water
Daylight
Dispel Magic
Feign Death
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
2nd Level
Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
Dispel Magic
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shield of Faith
2nd Level Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate
Food and Water
Daylight
Dispel Magic
Feign Death
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
mechanical body. The brains share insights and knowledge with one another, and have typically been taken from creatures that desired to prolong their consciousness—or that were tasked with controlling a
15 (natural armor). It has a speed of 20 feet. If this adventure is played as a sequel to Lost Laboratory of Kwalish, this creature began as the brains in jars encountered in the Barrier Peaks. After
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
mechanical body. The brains share insights and knowledge with one another, and have typically been taken from creatures that desired to prolong their consciousness—or that were tasked with controlling a
15 (natural armor). It has a speed of 20 feet. If this adventure is played as a sequel to Lost Laboratory of Kwalish, this creature began as the brains in jars encountered in the Barrier Peaks. After
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
mechanical body. The brains share insights and knowledge with one another, and have typically been taken from creatures that desired to prolong their consciousness—or that were tasked with controlling a
15 (natural armor). It has a speed of 20 feet. If this adventure is played as a sequel to Lost Laboratory of Kwalish, this creature began as the brains in jars encountered in the Barrier Peaks. After
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
effect--in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
effect — in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
effect — in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
effect — in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
effect--in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired
effect--in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Continual Flame Evocation M Enhance Ability Transmutation C Find Traps Divination — Gentle Repose Necromancy R, M Hold Person Enchantment C Lesser Restoration Abjuration — Locate Object Divination C Prayer
Abjuration — Glyph of Warding Abjuration M Magic Circle Abjuration M Mass Healing Word Abjuration — Meld into Stone Transmutation R Protection from Energy Abjuration C Remove Curse Abjuration — Revivify
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Continual Flame Evocation M Enhance Ability Transmutation C Find Traps Divination — Gentle Repose Necromancy R, M Hold Person Enchantment C Lesser Restoration Abjuration — Locate Object Divination C Prayer
Abjuration — Glyph of Warding Abjuration M Magic Circle Abjuration M Mass Healing Word Abjuration — Meld into Stone Transmutation R Protection from Energy Abjuration C Remove Curse Abjuration — Revivify
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Continual Flame Evocation M Enhance Ability Transmutation C Find Traps Divination — Gentle Repose Necromancy R, M Hold Person Enchantment C Lesser Restoration Abjuration — Locate Object Divination C Prayer
Abjuration — Glyph of Warding Abjuration M Magic Circle Abjuration M Mass Healing Word Abjuration — Meld into Stone Transmutation R Protection from Energy Abjuration C Remove Curse Abjuration — Revivify
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
/Deafness Transmutation — Calm Emotions Enchantment C Continual Flame Evocation M Enhance Ability Transmutation C Find Traps Divination — Gentle Repose Necromancy R, M Hold Person Enchantment C Lesser
— Meld into Stone Transmutation R Protection from Energy Abjuration C Remove Curse Abjuration — Revivify Necromancy M Sending Divination — Speak with Dead Necromancy — Spirit Guardians Conjuration C
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
/Deafness Transmutation — Calm Emotions Enchantment C Continual Flame Evocation M Enhance Ability Transmutation C Find Traps Divination — Gentle Repose Necromancy R, M Hold Person Enchantment C Lesser
— Meld into Stone Transmutation R Protection from Energy Abjuration C Remove Curse Abjuration — Revivify Necromancy M Sending Divination — Speak with Dead Necromancy — Spirit Guardians Conjuration C
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
/Deafness Transmutation — Calm Emotions Enchantment C Continual Flame Evocation M Enhance Ability Transmutation C Find Traps Divination — Gentle Repose Necromancy R, M Hold Person Enchantment C Lesser
— Meld into Stone Transmutation R Protection from Energy Abjuration C Remove Curse Abjuration — Revivify Necromancy M Sending Divination — Speak with Dead Necromancy — Spirit Guardians Conjuration C
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(Acrobatics) check. A failed check indicates that the character makes no progress. To enter or exit a chimney from the top, one must first use an action to try to remove the chimney’s stone cap, doing so
with a successful DC 18 Strength (Athletics) check. A character in gaseous form can navigate a chimney without having to make these checks or remove the chimney cap. Doors The conservatory’s doors are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
is rediscovered, it must be thoroughly explored, the resources within cataloged, and the space tested for its stability. When an extradimensional space is no longer needed or desired, the archmages of
highest shelves. Continual flame spells light the well-traveled areas, and the Avowed employ driftglobes when visiting remote sections. An intricate arrangement of mounted mirrors lights the upper reaches
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
is rediscovered, it must be thoroughly explored, the resources within cataloged, and the space tested for its stability. When an extradimensional space is no longer needed or desired, the archmages of
highest shelves. Continual flame spells light the well-traveled areas, and the Avowed employ driftglobes when visiting remote sections. An intricate arrangement of mounted mirrors lights the upper reaches
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(Acrobatics) check. A failed check indicates that the character makes no progress. To enter or exit a chimney from the top, one must first use an action to try to remove the chimney’s stone cap, doing so
with a successful DC 18 Strength (Athletics) check. A character in gaseous form can navigate a chimney without having to make these checks or remove the chimney cap. Doors The conservatory’s doors are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(Acrobatics) check. A failed check indicates that the character makes no progress. To enter or exit a chimney from the top, one must first use an action to try to remove the chimney’s stone cap, doing so
with a successful DC 18 Strength (Athletics) check. A character in gaseous form can navigate a chimney without having to make these checks or remove the chimney cap. Doors The conservatory’s doors are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
is rediscovered, it must be thoroughly explored, the resources within cataloged, and the space tested for its stability. When an extradimensional space is no longer needed or desired, the archmages of
highest shelves. Continual flame spells light the well-traveled areas, and the Avowed employ driftglobes when visiting remote sections. An intricate arrangement of mounted mirrors lights the upper reaches