Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'barrier blocks diffusing course round'.
Other Suggestions:
barriers blocks diffusing cause rounded
barriers blocks diffusing courage rounded
barriers blocks diffusing curse rounded
barriers blocks diffusing cause round
barriers blocks diffusing core rounded
Spells
Player’s Handbook
spells.
Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can’t affect anything within
Spells
Player’s Handbook
solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Spells
Player’s Handbook
with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Spells
Player’s Handbook
An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be
destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Spells
Player’s Handbook
separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until
Globe of Invulnerability
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect
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
Message
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
waterThe grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone
take the same lair action two rounds in a row:
Gale. The air within 60 feet of the vessel is filled with wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a
Arcane Eye
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
.
Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll
blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the
Merrenoloth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
30 feet until initiative count 20 on the next round.
The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, and
vessel with powerful magic that creates one or more of the following effects:
The ship doesn't sink even if its hull is breached.
The ship always stays on course to the destination the merrenoloth
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends.
Fazrian's eyes become smoldering black voids until initiative count 20
Monsters
Infernal Machine Rebuild
","rollAction":"Shortsword","rollDamageType":"piercing"} piercing damage.
OUT ON LOAN
The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the “Special Equipment” section of their stat blocks
) have been granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel.
PoisonNecrotic, Psychic
Monsters
Infernal Machine Rebuild
must see the attacker and be wielding a melee weapon.
OUT ON LOAN
The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the “Special Equipment” section of their stat blocks) have been
granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel.
Fire
Zariel
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails
. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
Monsters
Planescape: Adventures in the Multiverse
succeeds on three of these saves.The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using Legendary Resistance or in response to being hit by an attack
damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save
, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
. Zariel prefers to create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each
Demilich
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
The demilich targets any number of creatures it can see within 30 feet of it. No
target can regain hit points until initiative count 20 on the next round.
Lair Traits
A demilich’s tomb might have any or all of the following effects in place:
The first time a non-evil
Monsters
Planescape: Adventures in the Multiverse
by the dragon from opening in the rulers’ presence or anywhere within their domains.The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using
", "rollDamageType":"psychic"} psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round
natural surfaces and to nonmagical objects that aren’t on anyone’s person.
If the beholder dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollAction":"Days","rollType":"roll"} days.
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
the next round.
Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its
’s lair, roll a d20 for that creature. On a roll of 10 or lower, the creature is subjected to one random eye ray of the tyrant.
If the death tyrant dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollAction":"Days","rollType":"roll"} days.Poison
Detect Thoughts
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking
inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you
Adult Red Dracolich
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While
of the dracolich's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dracolich dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Fire, PoisonNecrotic
Adult Red Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is
lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollAction":"Days","rollType":"roll"} days.Fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
initiative count 20 of the next round.
Illusory Duplicate. Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn
;poisonous snakes and other venomous Beasts.
If Demogorgon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Demogorgon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
action two rounds in a row:
Perceive Interlopers. The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round
Adult Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
the next round, the mud hardens, and the Strength DC to work free increases to 20.
Regional Effects
The region containing a legendary copper dragon’s lair is warped by the dragon’s magic
amusing.
If the dragon dies, the magic carvings fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days. The other effects end immediately.Acid
Ancient Red Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a
’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollAction":"Days","rollType":"roll"} days.Fire
Control Water
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water
the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Monsters
Out of the Abyss
initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that
before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.
If the beholder dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Monsters
Candlekeep Mysteries
as the immortal heir of Savras’s realm. The Canopic Being came into her possession years ago, and an obsession with the dark rituals therein set the oracle on her present course.
Valin has
on the next round.
Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
Until initiative count 20 on the next round
Monsters
Divine Contention
, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8
foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in






