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Returning 35 results for 'bat broken diffusing carried return'.
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Magic Items
Dungeon Master’s Guide
hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried.
The weapon has the following additional properties.
Clap of Thunder. As a Magic action, you can strike
Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren’t being worn or carried take 3d8 Thunder damage.
Earthquake. As a Magic action, you can strike the weapon
Monsters
Monster Manual
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained
Magic Items
Tales from the Yawning Portal
is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must
make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain
Conjure Fey
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes
.
Sample Creatures
CR
Creature Name
0
Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat
Delayed Blast Fireball
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that
solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels. When you cast this spell
Monsters
Curse of Strahd
attack.
Brothers and Sisters of Strahd. Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is
obsessive collectors, each believing that almost anything found—a piece of broken bone, a dead rodent, a handful of dust, or some other worthless item or substance—could be valuable or useful as a
Monsters
The Wild Beyond the Witchlight
);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Moon Ray", "rollDamageType":"radiant"} radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be transformed into a bat for 1
moonlight. She wears a crescent moon mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Glister, her sunny twin. Gleam wants to reunite with her twin and return to the
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful
elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.”
61–80
“I convince myself that
Monsters
Van Richten’s Guide to Ravenloft
form and then makes one Bite attack.Loup garou possess a strain of lycanthropy more virulent than that carried by common werewolves. Aside from being deadlier than their werewolf cousins, loup garou
broken, and the target returns to its normal form and gains 3 levels of exhaustion. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for 1
Monsters
Curse of Strahd
on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Special Equipment
Dragon. Broken though the order may be, my allegiance never dies.”
Flaw. “Destroying Strahd would end the vampire's torment, and that is something I will never allow.”PoisonNecrotic, Psychic
Backgrounds
Baldur’s Gate: Descent into Avernus
gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common
regular shift patrolling either the Lower City or the Outer City. In return, you have access to the Flaming Fist’s fortresses and a direct line of communication with Flaming Fist officers and
Monsters
Waterdeep: Dungeon of the Mad Mage
, or its concentration is broken (as if concentrating on a spell). Any equipment the mummy lord wears or carries is invisible with it.The mummy lord can take 3 legendary actions, choosing from the
form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
Bugbear
Legacy
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Species
Volo's Guide to Monsters
, bugbears are ambush predators accustomed to long periods of inactivity broken by short bursts of murderous energy. Ferocious though they may be, bugbears aren’t built for extended periods of exertion
. Cunning Grankhul is the younger one, and in the stories bugbears tell, he gifted them with stealth but in return he sapped their vigor, so that bugbears sleep in his stead while he remains eternally alert
Monsters
Quests from the Infinite Staircase
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
, can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes.
If Nafas is destroyed, all these effects end immediately, resuming when he either gains a new body or is replaced
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow
light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fireball 3rd-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from your pointing
target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fireball 3rd-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from your pointing
target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm






