Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'barrier broken diffusing currents revere'.
Other Suggestions:
barriers broken diffusing currents revere
Monsters
Journeys through the Radiant Citadel
rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their currents. From the waist up, riverines have skin the color of the waters they protect but
, and worshipers act as agents between the river spirits and the people who revere them. These temples often become the home of the riverine itself, serving as its lair, though other nexuses of power
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
nature. Instead, they see themselves as extensions of nature’s indomitable will.
Power of Nature
Druids revere nature above all, gaining their spells and other magical powers either from the force
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
can’t destroy it. The barrier is broken in compromised sections of Landro (areas L5, area L11, and area L16). Lighting Landro’s interior areas and the adjoining caves are dark. Area descriptions
. Psychic Damage. For each ounce of graymatter fluid consumed, the creature takes 11 (2d10) psychic damage. A creature killed by this damage rises as a zombie 1d4 hours after dying. Invisible Barrier The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
can’t destroy it. The barrier is broken in compromised sections of Landro (areas L5, area L11, and area L16). Lighting Landro’s interior areas and the adjoining caves are dark. Area descriptions
. Psychic Damage. For each ounce of graymatter fluid consumed, the creature takes 11 (2d10) psychic damage. A creature killed by this damage rises as a zombie 1d4 hours after dying. Invisible Barrier The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
long by 10 feet wide. A statue of a humanoid figure lies shattered at the bottom of the pit. The broken statue is all that remains of Aasathra Raghthroknaar, a female dragonborn adventurer who was turned
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
can’t destroy it. The barrier is broken in compromised sections of Landro (areas L5, area L11, and area L16). Lighting Landro’s interior areas and the adjoining caves are dark. Area descriptions
. Psychic Damage. For each ounce of graymatter fluid consumed, the creature takes 11 (2d10) psychic damage. A creature killed by this damage rises as a zombie 1d4 hours after dying. Invisible Barrier The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
long by 10 feet wide. A statue of a humanoid figure lies shattered at the bottom of the pit. The broken statue is all that remains of Aasathra Raghthroknaar, a female dragonborn adventurer who was turned
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
long by 10 feet wide. A statue of a humanoid figure lies shattered at the bottom of the pit. The broken statue is all that remains of Aasathra Raghthroknaar, a female dragonborn adventurer who was turned
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
powerful artifacts. The Mror restored these ancient fortresses and worked to reclaim the secrets of their ancestors. Seeing the untapped potential of the Realm Below and the broken Kingdom of Galifar
halls that lie below if they can. The Sovereign Host is the dominant faith of the Mror Holds. Kol Korran is the most beloved of the Sovereigns, but the dwarves also revere Boldrei, Dol Dorn, Olladra, and Onatar.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
powerful artifacts. The Mror restored these ancient fortresses and worked to reclaim the secrets of their ancestors. Seeing the untapped potential of the Realm Below and the broken Kingdom of Galifar
halls that lie below if they can. The Sovereign Host is the dominant faith of the Mror Holds. Kol Korran is the most beloved of the Sovereigns, but the dwarves also revere Boldrei, Dol Dorn, Olladra, and Onatar.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
powerful artifacts. The Mror restored these ancient fortresses and worked to reclaim the secrets of their ancestors. Seeing the untapped potential of the Realm Below and the broken Kingdom of Galifar
halls that lie below if they can. The Sovereign Host is the dominant faith of the Mror Holds. Kol Korran is the most beloved of the Sovereigns, but the dwarves also revere Boldrei, Dol Dorn, Olladra, and Onatar.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
around Landro, making it impossible to enter Landro except where the barrier has already been broken.”
If the characters negotiate a deal that the Turquoise Spear finds agreeable, Kalyth tells the party
powered not by a Docent, but by a device called a graymatter engine that incorporated part of an artifact—perhaps that’s what you seek? The graymatter engine was said to generate a magical barrier
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
around Landro, making it impossible to enter Landro except where the barrier has already been broken.”
If the characters negotiate a deal that the Turquoise Spear finds agreeable, Kalyth tells the party
powered not by a Docent, but by a device called a graymatter engine that incorporated part of an artifact—perhaps that’s what you seek? The graymatter engine was said to generate a magical barrier
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
around Landro, making it impossible to enter Landro except where the barrier has already been broken.”
If the characters negotiate a deal that the Turquoise Spear finds agreeable, Kalyth tells the party
powered not by a Docent, but by a device called a graymatter engine that incorporated part of an artifact—perhaps that’s what you seek? The graymatter engine was said to generate a magical barrier
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
with coral. No other creatures can be seen within the darkness, and the silence here is broken only by the turbulence of the water around you.
A group consisting of two sahuagin blademasters, two
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
with coral. No other creatures can be seen within the darkness, and the silence here is broken only by the turbulence of the water around you.
A group consisting of two sahuagin blademasters, two
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
with coral. No other creatures can be seen within the darkness, and the silence here is broken only by the turbulence of the water around you.
A group consisting of two sahuagin blademasters, two
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the wreck of a cog (a 54-foot-long cargo vessel with a single mast). The wreck’s features are as follows: Hull. The ship has broken in half, the shattered bow aiming northward and the aft section
have broken off and lie in the middle of the cave, with the mast pointing toward a shimmering curtain of water to the west.
No Sails, No Rigging, No Crew. The ship’s square sail, rigging, and crew
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sputtering engine, and is largely filled with a heaping, tangled mass of wreckage. This consists of old machine parts from other areas of the monastery, broken relics of Kwalish’s earliest experiments, dead
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sputtering engine, and is largely filled with a heaping, tangled mass of wreckage. This consists of old machine parts from other areas of the monastery, broken relics of Kwalish’s earliest experiments, dead
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the wreck of a cog (a 54-foot-long cargo vessel with a single mast). The wreck’s features are as follows: Hull. The ship has broken in half, the shattered bow aiming northward and the aft section
have broken off and lie in the middle of the cave, with the mast pointing toward a shimmering curtain of water to the west.
No Sails, No Rigging, No Crew. The ship’s square sail, rigging, and crew
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the wreck of a cog (a 54-foot-long cargo vessel with a single mast). The wreck’s features are as follows: Hull. The ship has broken in half, the shattered bow aiming northward and the aft section
have broken off and lie in the middle of the cave, with the mast pointing toward a shimmering curtain of water to the west.
No Sails, No Rigging, No Crew. The ship’s square sail, rigging, and crew
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sputtering engine, and is largely filled with a heaping, tangled mass of wreckage. This consists of old machine parts from other areas of the monastery, broken relics of Kwalish’s earliest experiments, dead
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
ice to enter the city. As the characters approach the end of the causeway, read: Green and purple lights cast an otherworldly glow upon the frost draping the silent city. Clawing spires, broken domes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
ice to enter the city. As the characters approach the end of the causeway, read: Green and purple lights cast an otherworldly glow upon the frost draping the silent city. Clawing spires, broken domes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
ice to enter the city. As the characters approach the end of the causeway, read: Green and purple lights cast an otherworldly glow upon the frost draping the silent city. Clawing spires, broken domes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
or dangerous figure from legend is imprisoned on this island.
6 Tyrant. A powerful individual built a fortress on the island, and all other residents revere them.
7 Fanatics. The island’s
block). The curse lasts until the visitor leaves the isle or until it is broken by a spell like remove curse. Timeless Island. When characters leave the island after spending at least 1 day there, they
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
before Red Larch was founded. None of the skeletons are intact; each has a crushed limb, chest cavity, or head. The injuries are consistent with mining accidents. The Believers revere these skeletons
16). The earth cultists use this passage to enter and exit the tomb, and the Believers have disguised it to keep away the curious. Farther in, the tunnel is partially blocked with dusty canvas, broken
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
before Red Larch was founded. None of the skeletons are intact; each has a crushed limb, chest cavity, or head. The injuries are consistent with mining accidents. The Believers revere these skeletons
16). The earth cultists use this passage to enter and exit the tomb, and the Believers have disguised it to keep away the curious. Farther in, the tunnel is partially blocked with dusty canvas, broken
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
or dangerous figure from legend is imprisoned on this island.
6 Tyrant. A powerful individual built a fortress on the island, and all other residents revere them.
7 Fanatics. The island’s
block). The curse lasts until the visitor leaves the isle or until it is broken by a spell like remove curse. Timeless Island. When characters leave the island after spending at least 1 day there, they
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
before Red Larch was founded. None of the skeletons are intact; each has a crushed limb, chest cavity, or head. The injuries are consistent with mining accidents. The Believers revere these skeletons
16). The earth cultists use this passage to enter and exit the tomb, and the Believers have disguised it to keep away the curious. Farther in, the tunnel is partially blocked with dusty canvas, broken
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
or dangerous figure from legend is imprisoned on this island.
6 Tyrant. A powerful individual built a fortress on the island, and all other residents revere them.
7 Fanatics. The island’s
block). The curse lasts until the visitor leaves the isle or until it is broken by a spell like remove curse. Timeless Island. When characters leave the island after spending at least 1 day there, they
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
natural phenomenon sometimes causes the ocean currents to form a great whirlpool with enough strength to draw ships down into it. These vessels are torn apart as they are pulled down, and the wreckage
withstand tremendous amounts of pressure and force, and aren’t easily broken. Each window has AC 15, 60 hit points, a damage threshold of 20, and immunity to psychic and poison damage. Breaking a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
natural phenomenon sometimes causes the ocean currents to form a great whirlpool with enough strength to draw ships down into it. These vessels are torn apart as they are pulled down, and the wreckage
withstand tremendous amounts of pressure and force, and aren’t easily broken. Each window has AC 15, 60 hit points, a damage threshold of 20, and immunity to psychic and poison damage. Breaking a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
puts the ruins on alert and activates the necromantic barrier described in area N2. A character who wants to sneak past the watchtower or climb its ladder undetected must succeed on a DC 13 Dexterity
, and even a trebuchet lie together in a tangled pile.
The broken siege weapons form a 10-foot-high, 40-foot-long barricade. Catapult Munition. A character who searches the area and succeeds on a DC 15






