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Returning 35 results for 'barriers behalf diffusing confined rest'.
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Monsters
Curse of Strahd
.
When Strahd became a vampire, Vladimir and his revenants should have gone to their eternal rest. But Strahd's deeds were so heinous that Barovia and the knight's spirits became trapped behind
curtains of mist.
Blinded by Hatred. Vladimir hates Strahd but doesn't want to see the vampire given his final rest. Vladimir wants Strahd to suffer forever for the deaths of Godfrey and Argynvost, the
Detect Thoughts
Legacy
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Spells
Basic Rules (2014)
creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2
detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the mummy lord magically increases in size, along with anything it is wearing or carrying. While enlarged, the mummy lord is Large, doubles
possible in the space available.
Invisibility (Recharges after a Short or Long Rest). The mummy lord magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge
Monsters
Mythic Odysseys of Theros
Armor of Spiders (Mythic Trait; Recharges after a Short or Long Rest). If Arasta is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she regains 200 hit points. In
those who enter her domain unbidden almost never go unnoticed, for Arasta can sense the slightest vibration along her web hair, and her children act as spies on her behalf.
Lair Actions
On initiative
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Blue Fire Wardens Once the wardens are safe, a human werewolf named Argentia Skywright (use the werewolf stat block, except her alignment is neutral good) thanks the characters on behalf of her
the ritual, powerful magical barriers surround Teremini and her ritual components, which include the fifth rod piece. Stopping the Ritual. Argentia insists there must be a way to disrupt Teremini’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Blue Fire Wardens Once the wardens are safe, a human werewolf named Argentia Skywright (use the werewolf stat block, except her alignment is neutral good) thanks the characters on behalf of her
the ritual, powerful magical barriers surround Teremini and her ritual components, which include the fifth rod piece. Stopping the Ritual. Argentia insists there must be a way to disrupt Teremini’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Blue Fire Wardens Once the wardens are safe, a human werewolf named Argentia Skywright (use the werewolf stat block, except her alignment is neutral good) thanks the characters on behalf of her
the ritual, powerful magical barriers surround Teremini and her ritual components, which include the fifth rod piece. Stopping the Ritual. Argentia insists there must be a way to disrupt Teremini’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
island of Nimbral, Tarto tells you to get some rest while she and Saerthe brief the senior staff. Tarto orders you to stay away from Miken and report for maintenance work in the morning.
The characters
aren’t allowed to attend the senior staff briefing or see Miken, who is confined to his quarters. Two veterans stand guard outside Miken’s room, the door to which has an arcane lock spell cast on it.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
their awe and thanks on behalf of the entire city. Truly, Kalaman wouldn’t have survived were it not for the characters’ daring. The city spends the rest of the day repairing the city’s fortifications and honoring those who died in the city’s defense, but the night is filled with celebration and song.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
their awe and thanks on behalf of the entire city. Truly, Kalaman wouldn’t have survived were it not for the characters’ daring. The city spends the rest of the day repairing the city’s fortifications and honoring those who died in the city’s defense, but the night is filled with celebration and song.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
island of Nimbral, Tarto tells you to get some rest while she and Saerthe brief the senior staff. Tarto orders you to stay away from Miken and report for maintenance work in the morning.
The characters
aren’t allowed to attend the senior staff briefing or see Miken, who is confined to his quarters. Two veterans stand guard outside Miken’s room, the door to which has an arcane lock spell cast on it.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
island of Nimbral, Tarto tells you to get some rest while she and Saerthe brief the senior staff. Tarto orders you to stay away from Miken and report for maintenance work in the morning.
The characters
aren’t allowed to attend the senior staff briefing or see Miken, who is confined to his quarters. Two veterans stand guard outside Miken’s room, the door to which has an arcane lock spell cast on it.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
their awe and thanks on behalf of the entire city. Truly, Kalaman wouldn’t have survived were it not for the characters’ daring. The city spends the rest of the day repairing the city’s fortifications and honoring those who died in the city’s defense, but the night is filled with celebration and song.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the
cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the
cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the
cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the
cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the
cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the
cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lap if the characters decide to visit the Caer. Here are a couple reasons why the characters might go there: Looking for a good night’s rest in Caer-Dineval, the characters are directed to the castle
confined Crannoc to his quarters while spreading stories about the speaker’s ill health to conceal their presence and restrict access to the castle. The cultists keep the speaker alive in case they
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lap if the characters decide to visit the Caer. Here are a couple reasons why the characters might go there: Looking for a good night’s rest in Caer-Dineval, the characters are directed to the castle
confined Crannoc to his quarters while spreading stories about the speaker’s ill health to conceal their presence and restrict access to the castle. The cultists keep the speaker alive in case they
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lap if the characters decide to visit the Caer. Here are a couple reasons why the characters might go there: Looking for a good night’s rest in Caer-Dineval, the characters are directed to the castle
confined Crannoc to his quarters while spreading stories about the speaker’s ill health to conceal their presence and restrict access to the castle. The cultists keep the speaker alive in case they
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
and take a long rest if truly necessary.
Moonlight Shifts The curtain of crimson moonlight surrounding the Three Moons Vault disappears. Areas of solid moonlight—including the moondisk, moonbridges
, and barriers around the lunarium daises—instantly dissolve. Any creature standing on one of these surfaces falls to the courtyard 100 feet below. Orinix Arrives A portal to Lunitari opens where the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
and take a long rest if truly necessary.
Moonlight Shifts The curtain of crimson moonlight surrounding the Three Moons Vault disappears. Areas of solid moonlight—including the moondisk, moonbridges
, and barriers around the lunarium daises—instantly dissolve. Any creature standing on one of these surfaces falls to the courtyard 100 feet below. Orinix Arrives A portal to Lunitari opens where the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
and take a long rest if truly necessary.
Moonlight Shifts The curtain of crimson moonlight surrounding the Three Moons Vault disappears. Areas of solid moonlight—including the moondisk, moonbridges
, and barriers around the lunarium daises—instantly dissolve. Any creature standing on one of these surfaces falls to the courtyard 100 feet below. Orinix Arrives A portal to Lunitari opens where the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
(Survival) check. You might require trackers to make a new check in any of the following circumstances: They stop tracking and resume after finishing a short or long rest. The trail crosses an
trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. Tracking DCs Ground Surface
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such as trolls and orcs. He is said to look like an old man with a long white beard who is still hale and mighty, and he is believed to take rest and sleep in a stand of trees near Triboar. Rangers
pray to Gwaeron because he represents much of the work they do, and because he can speak to Mielikki on their behalf. In the North, most rangers view Mielikki as too mysterious, holy, and wild to be
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and invite them to seek rest at his palace. There, Nafas imparts the faraway plea he has heard and escorts the characters to the door where it originated. After the adventure, characters can return to
a higher ambition or plane-spanning quest pursued by the characters. Wish. Nafas grants the characters one to three castings of the Wish spell on their behalf. The djinni might require the characters
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and invite them to seek rest at his palace. There, Nafas imparts the faraway plea he has heard and escorts the characters to the door where it originated. After the adventure, characters can return to
a higher ambition or plane-spanning quest pursued by the characters. Wish. Nafas grants the characters one to three castings of the Wish spell on their behalf. The djinni might require the characters
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stalagmites as in the southern districts. Openness doesn’t mean welcoming, however. The duergar who ply their trades here are wary of all the foreigners confined by law to this part of the city. A wave of
forbidding walls separating the Darklake District from the rest of the city stand the docks, markets, and shops where Gracklstugh’s commerce and trade are conducted. The many duergar merchants — along
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such as trolls and orcs. He is said to look like an old man with a long white beard who is still hale and mighty, and he is believed to take rest and sleep in a stand of trees near Triboar. Rangers
pray to Gwaeron because he represents much of the work they do, and because he can speak to Mielikki on their behalf. In the North, most rangers view Mielikki as too mysterious, holy, and wild to be
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such as trolls and orcs. He is said to look like an old man with a long white beard who is still hale and mighty, and he is believed to take rest and sleep in a stand of trees near Triboar. Rangers
pray to Gwaeron because he represents much of the work they do, and because he can speak to Mielikki on their behalf. In the North, most rangers view Mielikki as too mysterious, holy, and wild to be






