Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'barriers breeze diffusing comes regions'.
Other Suggestions:
barrier bronze diffusing comes regains
barriers breeze diffusing cover region
barriers breeze diffusing core region
barriers breeze diffusing cover regions
barriers breeze diffusing cover religions
Monsters
Guildmasters’ Guide to Ravnica
Earth Tremors. The wurm creates earth tremors as it moves overland or underground. Any creature that comes within 30 feet of the moving wurm for the first time on a turn must succeed on a DC 20
anchored to the ground that comes within 30 feet of the moving wurm for the first time on a turn takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Earth Tremors","rollDamageType
Monsters
Phandelver and Below: The Shattered Obelisk
of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.
Psionic
Goblins
The specifics of how a psionic goblin comes to exist vary. Some are born, changed by energy leaking from the Far Realm. Others transform themselves with their psionic power or enter into agreements
Monsters
Fizban's Treasury of Dragons
life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions
, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Basic Rules (2014)
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate
Monsters
Fizban's Treasury of Dragons
, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many
, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian’s driving force comes from a place that transcends mere
emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian’s driving force comes from a place that transcends mere
emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian’s driving force comes from a place that transcends mere
emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
being deft and plucky. Halflings, or hin as they call themselves, exhibit a natural adroitness that often surprises larger folk. This nimbleness regularly comes in handy when their courage outruns their
fit themselves into dwarven, gnomish, elven, and human societies. Lightfoots breeze into communities as they travel, make friends easily, and then move on as the wind or whimsy takes them. Stronghearts
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
being deft and plucky. Halflings, or hin as they call themselves, exhibit a natural adroitness that often surprises larger folk. This nimbleness regularly comes in handy when their courage outruns their
fit themselves into dwarven, gnomish, elven, and human societies. Lightfoots breeze into communities as they travel, make friends easily, and then move on as the wind or whimsy takes them. Stronghearts
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
being deft and plucky. Halflings, or hin as they call themselves, exhibit a natural adroitness that often surprises larger folk. This nimbleness regularly comes in handy when their courage outruns their
fit themselves into dwarven, gnomish, elven, and human societies. Lightfoots breeze into communities as they travel, make friends easily, and then move on as the wind or whimsy takes them. Stronghearts
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
regions and no certainty about what lives there. If a threat comes from Everice, it might take time for people to identify its origin. With this in mind, relics from Everice or the Frostfell could take any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
regions and no certainty about what lives there. If a threat comes from Everice, it might take time for people to identify its origin. With this in mind, relics from Everice or the Frostfell could take any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
regions and no certainty about what lives there. If a threat comes from Everice, it might take time for people to identify its origin. With this in mind, relics from Everice or the Frostfell could take any
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Burning Sugar As the Sarire sugar mill comes into view, the smell of cooking sugarcane rises on the breeze. Read or paraphrase the following text when the characters are about a quarter mile from the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the Plane of Faerie, is a land of soft lights and wonder, a place of music and death. It is a realm of everlasting twilight, with glittering faerie lights bobbing in the gentle breeze and fat
magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. SEELIE AND
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Burning Sugar As the Sarire sugar mill comes into view, the smell of cooking sugarcane rises on the breeze. Read or paraphrase the following text when the characters are about a quarter mile from the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Burning Sugar As the Sarire sugar mill comes into view, the smell of cooking sugarcane rises on the breeze. Read or paraphrase the following text when the characters are about a quarter mile from the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the Plane of Faerie, is a land of soft lights and wonder, a place of music and death. It is a realm of everlasting twilight, with glittering faerie lights bobbing in the gentle breeze and fat
magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. SEELIE AND
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the Plane of Faerie, is a land of soft lights and wonder, a place of music and death. It is a realm of everlasting twilight, with glittering faerie lights bobbing in the gentle breeze and fat
magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. SEELIE AND
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Heads of State The head of almost any nation described in chapter 2 could be your patron. For some nations and regions, it’s impossible to speak of a “head of state,” but you might enjoy the
prince comes out on top. 13 On behalf of a dwarf clan, search for artifacts in the underground realms below the Mror Holds. 14 Clear land for a new settlement in Q’barra, driving out the monsters that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Heads of State The head of almost any nation described in chapter 2 could be your patron. For some nations and regions, it’s impossible to speak of a “head of state,” but you might enjoy the
prince comes out on top. 13 On behalf of a dwarf clan, search for artifacts in the underground realms below the Mror Holds. 14 Clear land for a new settlement in Q’barra, driving out the monsters that
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
was forced to move recently, and the beast got lost trying to find its new home. 4 A wandering giant comes to a city looking for people who are knowledgeable about the world and might possess maps of
remote regions. City authorities point the giant to the adventurers. 5 An approaching giant alarms the people of a small town, who ask the adventurers to protect them. But the peaceful giant is just
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
was forced to move recently, and the beast got lost trying to find its new home. 4 A wandering giant comes to a city looking for people who are knowledgeable about the world and might possess maps of
remote regions. City authorities point the giant to the adventurers. 5 An approaching giant alarms the people of a small town, who ask the adventurers to protect them. But the peaceful giant is just






