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Returning 35 results for 'barrier boat down cantrip remaining'.
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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.
Cube of Force
Legacy
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Magic Items
Basic Rules (2014)
charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1
number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as
Monsters
Candlekeep Mysteries
Shocking Grasp (Cantrip). Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"spell","rollAction":"Shocking Grasp"} to hit (with advantage if the target is wearing armor made of metal), reach
, see invisibility, sending, tongues, unseen servantShield (1st-Level Spell; 3/Day). When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an invisible barrier of
Monsters
Candlekeep Mysteries
Shocking Grasp (Cantrip). Melee Spell Attack: +8;{"diceNotation":"1d20+8","rollType":"spell","rollAction":"Shocking Grasp"} to hit (with advantage if the target is wearing armor made of metal), reach
invisible barrier of magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic
Monsters
Icewind Dale: Rime of the Frostmaiden
missile*
2nd level (2 slots): invisibility, levitate, phantasmal force
*See “Actions” below.Shocking Grasp (Cantrip). Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the target can't take reactions until the start of its next turn.
Acid Splash (Cantrip). The simulacrum hurls a bubble of acid at one
Lich
Legacy
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Monsters
Basic Rules (2014)
actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich fixes its gaze
, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in
Monsters
Curse of Strahd
be used at a time and only at the end of another creature’s turn. Exethanter regains spent legendary actions at the start of his turn.
Cantrip. Exethanter casts a cantrip.
Paralyzing Touch
remaining damage. This tether lasts until initiative count 20 on the next round or until Exethanter or the target is no longer in the Exethanter’s lair.
Exethanter calls forth the spirits of
Monsters
Waterdeep: Dungeon of the Mad Mage
regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions
takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
The lich calls forth the spirits of
Valindra Shadowmantle
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Tomb of Annihilation
and only at the end of another creature's turn. Valindra regains spent legendary actions at the start of its turn.
Cantrip. Valindra casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Valindra uses
damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until
Magic Items
The Book of Many Things
the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.
Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and
Friends cantrip. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you already know this cantrip, the card has no effect.
Dawn. This card invigorates you. For
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->Dungeon Master’s Guide (2014)
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can’t pass through
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-diameter hole in its hull. (A mending cantrip can repair the boat, which is large enough to hold four characters and their gear. The boat’s oars are missing, however.)
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
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.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
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.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Message Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and
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.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Background Axel Defois A door to the Barrier Peaks Hundreds of years ago, an advanced society of Humanoid peoples launched a mission to find a replacement for their distant, dying world in the wake
ship’s computer, the robots picked off the remaining crew and passengers until one lone survivor managed to shut down the computer and every system in its grasp. Shortly after, the ship crash-landed
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The Final Boat Most of the draconians remaining in Vogler focus on looting the village, giving the villagers enough time to evacuate. At the end of the pier, only Mayor Raven, Darrett, and a few
others have yet to board a boat. The remaining boats have enough space for them and the characters. Before the characters head to their boats, read the following text: “Hold the boat!” a voice rasps from
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Message Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and
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.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Clever Beast When a roll on the Lake Events table indicates that the lake monster takes an interest in the characters, read: Ripples disrupt the surface of the lake, causing your boat to bob from
nearby boats. It swims to the bottom of the lake if attacked.
2 The plesiosaurus rams a boat from beneath. (If the characters have more than one boat, randomly determine which one the monster rams
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts
requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Last Stand With both Morley and Barrett sickened, Janore doesn’t know what to do. Aaron was supposed to check on the status of the boat kept in area 14, and since he failed to return Janore has been
the means of leaving the island immediately, or they can repair the hermitage’s boat with mending, the knowledge that the drowned ones mean to use Firewatch Island as a base from which to launch further
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Personality Aphelion—or “Alphie,” as it was once fondly called by the starship’s inhabitants—seeks to eliminate all life aboard the ship, especially the last remaining crew member. The supercomputer
throughout this adventure. Adventure Changes
The spaceship that appears in this updated version of Expedition to the Barrier Peaks has been modified to include fewer empty or undescribed rooms. The spaceship
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Enhanced Medusa Like the enhanced sphinx from Lost Laboratory of Kwalish, this creature has been augmented with various technologies from the Barrier Peaks. Specifically, its eyes have been replaced
Living Lanthorn” as a result. The enhanced medusa uses the medusa stat block with the following changes: It has truesight out to a range of 60 feet. It can cast the light cantrip at will. Its
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
plus any five languages
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Shocking Grasp (Cantrip). Melee Spell Attack: +8 to hit (with advantage if the target is wearing armor made of metal
Reactions
Shield (1st-Level Spell; 3/Day). When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an invisible barrier of magical force that protects it. Until the start of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ship sends a boat in the other direction. These two vessels alternate in transferring contraband between the ship and the shore, with one of them remaining in the shore cave at the end of the
, after which the third signal flashes from the ship. It drops anchor and waits for the arrival of a boat from shore. A small group of smugglers approaches the ship in a rowboat. When it arrives, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
quarters (area 8 for the deck wizard, area 9 for the captain, area 13 for the first mate, area 14 for the bosun). The remaining five bandits occupy area 10. Incorrect Signal. If the characters did not send
ship’s jolly boat in which to flee. If the characters refuse these terms, the smugglers offer to trade information in exchange for treasure. Their minimum requirement, in this case, is 100 gp to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
edge of the castle yard leads down to the boat basin and landing. Carved into the bluff is a 20-foot-long staircase. Random Encounters. Characters lingering in the castle yard are likely to encounter
(see chapter 7). At any given time, four of the bandits stand watch as sentries on the outer wall, and two of the Crushing Wave reavers are on duty in area K16. The remaining eight bandits and two
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Comprehension 56–58 Pot of Awakening 59–60 Prosthetic Limb 61–64 Rival Coin 65–66 Rope of Mending 67–68 Ruby of the War Mage 69–82 Spell Scroll (cantrip or level 1 spell) 83–84 Staff of
Elemental Gem 25 Enspelled Staff (cantrip or level 1 spell) 26 Eversmoking Bottle 27 Eyes of Charming 28 Eyes of Minute Seeing 29–30 Figurine of Wondrous Power (silver raven) 31 Gem of Brightness 32 Hag
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
be found in Strahd’s study in Castle Ravenloft.) The sole remaining volume lies on the floor behind the overturned chair. Titled The Oath Celestial, the book has been partially burned, and its cover
transmutation magic under the scrutiny of a detect magic spell, but the aura is weak. If the characters repair the picture using a mending cantrip, read: The beacon in the picture flashes with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(cantrip or level 1 spell) 39–40 Eyes of Minute Seeing 41–42 Eyes of the Eagle 43–44 Gloves of Missile Snaring 45–46 Gloves of Swimming and Climbing 47–48 Gloves of Thievery 49–50 Goggles of Night 51 Hag Eye
3 spell) 33–36 Folding Boat 37–40 Glamoured Studded Leather 41–44 Heward’s Handy Haversack 45–48 Horseshoes of Speed 49–52 Instrument of the Bards (Canaith mandolin or Cli lyre) 53–56 Ioun Stone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chapter 2), and the other is buried elsewhere in the glacier (see chapter 6). The remaining twelve spires are intact, though two are almost buried in ice. There is a 20 percent chance per tower that 1d3
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
begins in the caverns, it likely won’t stop until the gang is entirely dealt with. If Sanbalet is slain, consider having any remaining smugglers flee. The following locations are identified on map 2.2
. Pulled up onto the sloping cave floor is a small boat, perhaps large enough for eight people, with oars, a step-down mast, and a neatly furled sail. A rope tied to the bow is being held down by a






