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Returning 28 results for 'barrier blades diffusing constructs receiving'.
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Spells
Player’s Handbook
An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast
spells or make attacks with Ranged or Reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Antilife Shell
Legacy
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Spells
Basic Rules (2014)
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the
duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Equipment
blades acting as a barrier against attacks. On a result of 15 or higher, you gain a +2 bonus, instead. On a failure, you deal slashing damage to yourself equal to your proficiency bonus and gain no bonus to your AC from the whirl this turn.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Antilife Shell 5th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Antilife Shell 5th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blade Barrier Level 6 Evocation (Cleric) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a wall of whirling blades made of magical
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blade Barrier Level 6 Evocation (Cleric) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a wall of whirling blades made of magical
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blade Barrier 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blade Barrier 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
staffed by heavily armed thralls, constructs, and other watchers. The inhabitants of these rooms attack strangers on sight and sound an alarm. Any entrance to a lair is always hidden by a secret door, an
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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
step. The maelephants (see Morte’s Planar Parade) of the Wall Watch patrol Curst’s perimeter: a high, corroded barrier lined with saw-toothed barbs and search towers. The elephantine warders turn their
Junk Wyrm, an eccentric adult copper dragon who reeks of garbage. The dump’s artistic guardian, Tudhog fashions three-dimensional pieces from once-magic blades, battle-damaged suits of shimmering armor
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
leading down to area Y19j. This barrier was created by a wall of force spell and is maintained by the glowing green crystal set above the doorway (see “Green Crystal” below). As long as this crystal
is glowing, the wall of force can’t be dispelled. Two living blades of disaster (see appendix C) guard the double door that blocks the way to area Y19l. The blades attack intruders that move in range
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
guardians 09–10 Audience chamber for receiving visitors 11–19 Barracks used by the portal’s guards 20–23 Bedroom for use by the high-ranking members of the order that guards the portal 24–30 Chapel
Study, including a writing desk 93 Throne room, elaborately decorated 94–96 Waiting room where lesser guests are held before receiving an audience 97–98 Latrine or bath 99–00 Crypt belonging to the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
shrinks away from the demonic hordes he has unwittingly unleashed.
If a character receiving this vision has a passive Wisdom (Perception) score of 13 or higher, he or she sees a drow insignia on
that cast them out and devour it all!
Sundered Blades The corruption in Gracklstugh slowly rots duergar society from within, leading it toward a brutal fate. You see a circle of small hooded figures
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
on the floor. Four mechanical constructs resembling wolf-sized, dog-headed cockroaches march in a circle around the perimeter of the cylinders.
The constructs are four skitterwidgets (see the end of
legs. It turns 180 degrees whenever it hits a barrier, reversing its course. U5. Stonky’s Missing Ring A five-foot-diameter well enclosed by a two-foot-high stone rim stands in the center of this room
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
approach too close, however, lest you stumble into the invisible barrier — a “force cage,” I am told — that surrounds the tower. Within that barrier lie additional protective wards, as demonstrated by the
only in times of great peril. Many in the city doubted that such massive, sapient constructs were even real, let alone that they guarded the city invisibly. The Spellplague confirmed their existence for
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Daoine Gloine The city of Daoine Gloine has long been thought of as mere legend — just another strange tale from the already-strange Barrier Peaks. Occasionally, travelers would return from the
, resembling an almost-transparent barrier some thirty feet above the ground, visible only where it catches the light.
Below that strange barrier, the buildings of the city are unnaturally clean
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
adventure Turn of Fortune’s Wheel. Heart’s Fire Sparkling rays converge on the stained-glass windows of Heart’s Fire, a luminous temple devoted to gods of fire, truth, and light. Golden, wavy blades
Concordance. Elsewhere within the High Courts lies the Hall of Concordance, an embassy of law where contracts are forged under the unblinking eyes of the inevitables, constructs created by the modron deity
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
warforged who follow the Lord of Blades constitute the closest thing to a humanoid society that can be found in the Mournland. Similarly, golems and other constructs were largely unaffected by the Mourning
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Modrons” above. If the characters disturb any tarp covering a monodrone, the constructs all spring to life, whirring and clanking. Issuing a metallic cry of “Intruders!”, the replica monodrones attack
until destroyed. Buzz Saw of Doom. The cylindrical object in the room’s center looks like two barrels placed atop one another, with sharp, circular blades jutting out in various directions. When the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
is a festival of both Waukeen and Lathander, and is used for planning business, making treaties and agreements, and receiving envoys from unknown lands and traditional foes. Much wine is drunk over
inventions of the Gondar are revealed on this day and paraded through the city. These devices range from something as humble as new cabinet hinges to massive mechanical constructs that walk or roll about
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the items in this room with 1 minute of work. Repair Paste. The steel vat contains magical paste specially formulated for strengthening Constructs. Turning the knob on the attached faucet releases a
magical barrier is active, the view port’s crystal is immune to damage. The ceiling is 30 feet high. Broken Control Helmet. The silver helmet once created a magical link between its wearer and the
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
Lantern of Tracking d10 Creature Type
1 Aberrations
2 Celestials
3 Constructs
4
blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
The blade can harmlessly pass through any barrier, including a wall of force
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
weapons and gear used by her followers, such as silver arrowheads, knife blades, and wooden shields, are often decorated with a stylized image of Sehanine’s eye with rays coming out of it — a warning to
come in reverence to bathe in the waters in the hope of receiving visions from the god, since it is known that Sashelas is fond of sharing knowledge with those who are true seekers. Scholars, monks
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. They use the pegasus stat block, with these changes: The glass pegasi are Constructs with immunity to exhaustion and the charmed, frightened, paralyzed, and petrified conditions. They have AC 15 while
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
second in command of the Cult of the Black Earth. The statues were once animated constructs, though the magic that powered them faded long ago. Miraj managed to reactivate two of the stone warriors. One
hang from the walls and fiendish hooks, blades, and clamps hang on the back wall. Four cramped iron cages stand in the room’s western alcove, occupied by gaunt, dirty humans with blank gazes. In the






