Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'barriers burning diffusing continue requires'.
Other Suggestions:
barriers bring diffusing continue required
barriers burning diffusing continue require
barriers burning diffusing continues required
Spells
Player’s Handbook
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Magic Items
Dungeon Master’s Guide
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time
Feats
Forgotten Realms: Heroes of Faerûn
saving throw against a spell, you can take a Reaction to roll on the Mythal-Touched Magic table to create a magical effect. If an effect requires a saving throw, the DC equals 8 plus the modifier of
flame, takes 1d4 Fire damage, and is burning.
20
The triggering spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead
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
Spells
Planescape: Adventures in the Multiverse
check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and
can’t study that portal again using this spell until you cast it again.
The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Magic Items
Tyranny of Dragons
dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a
succeed instead.
Dragon Fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Monsters
Princes of the Apocalypse
, produce flame, thaumaturgy
1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield
2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
3rd level (3 slots
action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can’t cast the same spell two rounds in a row, although she can continue to concentrate on a
races
their shadow roads also grows. None are more aware of this than the unbound satarre, a small faction zealously dedicated to unraveling barriers between the worlds. The unbound satarre are a curiosity
cult or god with ai- and sometimes shorten the cult or god’s name to two or three syllables. Most continue to serve or at least pray to these gods as adults, with varying degrees of piety
Monsters
Baldur’s Gate: Descent into Avernus
:
Cantrips (at will): chill touch (see “Actions” below), mage hand, message, prestidigitation
1st level (4 slots): burning hands, detect magic, ray of sickness (see “Actions” below), shield
2nd level (3 slots
.
Ray of Sickness (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Ray of Sickness"} to hit, range 60 ft., one creature. Hit: 9
Candle of Invocation
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Neutral good
14-15
Lawful evil
16-17
Lawful neutral
18-20
Lawful good
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Kyuss requires no air, food, drink, or sleep.Multiattack. The spawn of Kyuss makes two Claw attacks, and it uses Burrowing Worm.
Claw. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to
Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss’s death, his malign disciples continue performing the horrific rites he perfected
Magic Items
Tyranny of Dragons
wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight. You gain
saving throw, you can choose to succeed instead.
Dragon Fire (Red Dragon Mask Only). If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.
Confronting this
Monsters
Mordenkainen's Fiendish Folio Volume 1
continue their horrid life cycle.
An Unnatural Plague. Whole settlements along the frontier have been wiped out by plagues of assassin bugs. Without a quickly organized defense, even a single bug can
infested areas, guards patrol with burning brands and flaming swords, ready to set suspect dwellings ablaze. Fire is an effective destroyer of assassin bug maggots, and wild creatures observed running
Monsters
Mordenkainen Presents: Monsters of the Multiverse
allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zariel’s servants are universally effective, disciplined, and
:
Hellscape. The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Pyres. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
illegal, the Burning Ring moves around the ward. Competitors are armed but unarmored; matches continue until a contestant yields, but fatalities do happen.
well as gambling halls, brothels, and spontaneous performances in the streets. Lower Menthis is also home to the Burning Ring, a fight club where spectators bet on amateur gladiators. Technically
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
illegal, the Burning Ring moves around the ward. Competitors are armed but unarmored; matches continue until a contestant yields, but fatalities do happen.
well as gambling halls, brothels, and spontaneous performances in the streets. Lower Menthis is also home to the Burning Ring, a fight club where spectators bet on amateur gladiators. Technically
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, brothels, and spontaneous performances in the streets. Lower Menthis is also home to the Burning Ring, a fight club where spectators bet on amateur gladiators. Technically illegal, the Burning Ring
moves around the ward. Competitors are armed but unarmored; matches continue until a contestant yields, but fatalities do happen.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, brothels, and spontaneous performances in the streets. Lower Menthis is also home to the Burning Ring, a fight club where spectators bet on amateur gladiators. Technically illegal, the Burning Ring
moves around the ward. Competitors are armed but unarmored; matches continue until a contestant yields, but fatalities do happen.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, brothels, and spontaneous performances in the streets. Lower Menthis is also home to the Burning Ring, a fight club where spectators bet on amateur gladiators. Technically illegal, the Burning Ring
moves around the ward. Competitors are armed but unarmored; matches continue until a contestant yields, but fatalities do happen.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
illegal, the Burning Ring moves around the ward. Competitors are armed but unarmored; matches continue until a contestant yields, but fatalities do happen.
well as gambling halls, brothels, and spontaneous performances in the streets. Lower Menthis is also home to the Burning Ring, a fight club where spectators bet on amateur gladiators. Technically
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Red Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy crimson has swept-back horns and spiked cheek ridges. Its damage type is fire. While you wear the mask, you gain the
, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Red Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy crimson has swept-back horns and spiked cheek ridges. Its damage type is fire. While you wear the mask, you gain the
, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Red Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy crimson has swept-back horns and spiked cheek ridges. Its damage type is fire. While you wear the mask, you gain the
, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Red Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy crimson has swept-back horns and spiked cheek ridges. Its damage type is fire. While you wear the mask, you gain the
, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Red Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy crimson has swept-back horns and spiked cheek ridges. Its damage type is fire. While you wear the mask, you gain the
, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Red Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy crimson has swept-back horns and spiked cheek ridges. Its damage type is fire. While you wear the mask, you gain the
, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Red Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy crimson has swept-back horns and spiked cheek ridges. Its damage type is fire. While you wear the mask, you gain the
, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Red Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy crimson has swept-back horns and spiked cheek ridges. Its damage type is fire. While you wear the mask, you gain the
, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Red Dragon Mask Wondrous item, legendary (requires attunement) This mask of glossy crimson has swept-back horns and spiked cheek ridges. Its damage type is fire. While you wear the mask, you gain the
, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.






