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Returning 32 results for 'barriers burning diffusing currents related'.
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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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with
astonishing quickness and strike with terrible force.
Eladrin
Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
to poison damage.
The range of your darkvision increases by 60 feet.
You gain proficiency with artisan’s tools related to blacksmithing, brewing, and stonemasonry.
Conjure Earth Elemental
Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.
Dwarves in other lands are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to
that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
fire damage doesn’t increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the table twice: once to generate a portal anchor—the physical location in Sigil where the portal exists—and again for a destination and its thematically related portal keys. Sigil destinations
Blazing hearth Smoldering Corpse Bar Elemental Plane of Fire Brass brazier, burning coal 78–80 Crumbling well The Ditch Elemental Plane of Water Pearl, pure water 81–90 Mausoleum entrance Mortuary
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
them to interact and bargain with creatures of both realms. Other popular choices are a place where the ambient energy augments certain kinds of magic, a site related to death such as a burial ground
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
related to blacksmithing, brewing, and stonemasonry. Conjure Earth Elemental. If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth
destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
land of the dead.
In the western end of the room is a region of burning sands. There devils torture those who have been unfortunate enough to fall into their hands.
Along the southern side is a
magical aspect that affects any creatures that walk into the region. If the effect isn’t instantaneous and isn’t related to a spell, it can be dispelled with dispel magic cast as a 5th-level spell (or at a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
eagle effigy whose burning signifies the offerings given and whose light represents the blessings from the gods. Watchers of the Ashes The Watchers of the Ashes are a religious coalition dedicated to
meanings drawn from words in the Tletlahtolli language related to nature. Many Tletepecs change their name on reaching adulthood, choosing a new name that reflects their accomplishments or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, immense icebergs drift on the unpredictable currents. Levistus is trapped within one of these bergs, imprisoned there by Asmodeus for reasons that few can even guess about. As part of Levistus’s
agents, offering them superior strength and great physical prowess in return for their allegiance. A Frozen Wasteland Every other layer of the Nine Hells has a function related to warfare, industry
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
abound, and the cultists keep a fire burning in the hearth. Standing outside the door to the speaker’s office (area C9) is a sadistic little klutz (human cultist) named Thoob, whose job is to serve at
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time
to relish in the destruction of a novel or remarkable item. In recompense, the oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
hovel is a round tent where related goblins sleep. In a permanent camp, these hovels often take the form of wattle-and-daub huts. Hobgoblin Barracks. Not surprisingly, hobgoblins have the most spacious
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain in a jar has advantage on saving
prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots): mirror image, misty step
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
Undercommon, and is blessed by Imix. The blessing grants the minotaur immunity to fire damage as well as the following additional action option: Burning Breath (Recharge 5–6). The minotaur exhales a cloud
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord
of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
braziers flank the entrance, burning with an unnatural aquamarine light. Pillars stand in two rows, each carved with the visages of otherworldly creatures. A fountain flows quietly at the far end of
spheres on a shelf along the north wall.
Lord Viallis studies magic in this room, which is off limits to his cultists. The papers are covered with formulas and schematics, recognizable as related
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
adventurer and one of the oldest people in Phandalin, he remains aloof from town politics and focuses his interest on the traveling merchants and food-related businesses in Phandalin that buy his wares
paint or carvings once adorned the sign have been all but worn away. Inside, the place shows the same lack of care. It’s dirty, ill kept, and in need of a thorough cleaning. Or burning. The place is
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Eladrin Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by
carrying, up to 30 feet to an unoccupied space it can see.
Summer Eladrin When angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Spells
3 Blur, Burning Hands, Fire Bolt
5 Fireball
7 Blight
9 Wall of Stone
Polar Land Druid Level Circle Spells
3 Fog Cloud, Hold Person, Ray of Frost
5
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
kill any creature that enters the tunnel. Upon entering the tunnel for the first time, a character who has a passive Wisdom (Perception) score of 15 or higher notices odd waves and currents that suggest
no clues related to the ghost in this room. To regain its identity, the ghost must hear its full name: Chanelle Hallwinter. If a character speaks this name aloud within 20 feet of the ghost, the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
one of the common room tables, while a young male and female human and an elderly female human sit at another. A fireplace occupies the corner closest to the door, burning brightly, and a chandelier
connected to the “C” Team’s quarters (area 9) contains books, notes, and maps related to their exploits, as well as mundane personal effects. The shared study connected to the inn’s currently empty rooms
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Encounters
Cloud Giant Encounters Cloud giants and related creatures thrive where there is fantastic wealth to be earned, plundered, or swindled; where there are secrets to be uncovered; and where
beautifully for 1d4 dire wolves (attitude for all: 1d10 + 2)
8 2 hill giants (attitude: 1d8) roasting a bear over a burning wagon and excessively seasoning it with spices plundered from the wagon
9
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
wind currents
7 1 cloud giant of Evil Air* (attitude: 1d4 + 1) terrorizing the skies
8 1 djinni (attitude: 1d12 + 2) examining shattered gargoyle remains
9 2d4 griffons (attitude: 1d10
Encounters table presents a range of creatures of the Giant type that are not encompassed by the ordning, along with related creatures that might be pursuing their own schemes or working as part of a giant’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
start, choose three level 1 spells from the Wizard spell list. Burning Hands, Jump, and Shield are recommended. The number of spells on your list increases as you gain Fighter levels, as shown in the
Power Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. When the characters open the door, read: Warm air wafts gently through the doorway. At one end of the room is a large firepit in which a bed of coals is burning. Over it are multiple half-cooked
strategy of forging an alliance against the sahuagin was devised. He arranged for the purchase of the weapons the Sea Ghost has been transporting (as related in The Sinister Secret of Saltmarsh). His






