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Returning 35 results for 'battle bringing diffusing cosmic rolling'.
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Spells
Player’s Handbook
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal
exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during
Planar Ally
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a
service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or
Gith
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen’s Tome of Foes
The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in
to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for
Feats
Planescape: Adventures in the Multiverse
You can channel cosmic forces of chaos to gain these benefits:
Ability Score Increase. Increase an ability score of your choice by 1, to a maximum of 20.
Chaotic Flare. When you roll a 1 or a 20 on
new flare can’t occur until after the first flare ends.
Chaotic Flares
d4
Flare
1
Battle Fury. A creature of your choice that you can see is filled with reckless fury. It
Orc
Legacy
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Species
Volo's Guide to Monsters
cosmic implications of Maglubiyet’s attacks. To prevent the goblinoids from outstripping her people in population, she urges the orcs to have many offspring and teach them the ways of battle not only
herself and claw Maglubiyet’s beady eyes from his face to prevent him from taking them from her. The cosmic battle between the two pantheons has raged for eons without resolution, leading those
Species
Mordenkainen Presents: Monsters of the Multiverse
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick
Species
Mordenkainen Presents: Monsters of the Multiverse
carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.
Thick hair extends down minotaurs’ necks and
you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Travel to the Barrow The barrow is roughly 40 miles northwest of Phandalin, amid the rolling hills and grasslands between the High Road and Neverwinter Wood. Since the characters can travel roughly
24 miles in a day, they should expect to take one long rest in the wilderness before arriving at the barrow on the second day of their trek. A cold wind blowing in from the coast assails them for most of the trip, bringing occasional rain.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Travel to the Barrow The barrow is roughly 40 miles northwest of Phandalin, amid the rolling hills and grasslands between the High Road and Neverwinter Wood. Since the characters can travel roughly
24 miles in a day, they should expect to take one long rest in the wilderness before arriving at the barrow on the second day of their trek. A cold wind blowing in from the coast assails them for most of the trip, bringing occasional rain.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Travel to the Barrow The barrow is roughly 40 miles northwest of Phandalin, amid the rolling hills and grasslands between the High Road and Neverwinter Wood. Since the characters can travel roughly
24 miles in a day, they should expect to take one long rest in the wilderness before arriving at the barrow on the second day of their trek. A cold wind blowing in from the coast assails them for most of the trip, bringing occasional rain.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Final Battle The battle between the factions of the Sword Coast and the Cult of the Dragon plays out as a huge clash between armies and monstrous forces. The manner in which that battle plays out
depends on the outcome of the “Council of Waterdeep” episode, and on how successful the heroes have been bringing the various factions together. See “Enemies and Allies,” later in this section, for
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Final Battle The battle between the factions of the Sword Coast and the Cult of the Dragon plays out as a huge clash between armies and monstrous forces. The manner in which that battle plays out
depends on the outcome of the “Council of Waterdeep” chapter, and on how successful the heroes have been bringing the various factions together. See “Enemies and Allies,” later in this section, for
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Final Battle The battle between the factions of the Sword Coast and the Cult of the Dragon plays out as a huge clash between armies and monstrous forces. The manner in which that battle plays out
depends on the outcome of the “Council of Waterdeep” chapter, and on how successful the heroes have been bringing the various factions together. See “Enemies and Allies,” later in this section, for
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Final Battle The battle between the factions of the Sword Coast and the Cult of the Dragon plays out as a huge clash between armies and monstrous forces. The manner in which that battle plays out
depends on the outcome of the “Council of Waterdeep” episode, and on how successful the heroes have been bringing the various factions together. See “Enemies and Allies,” later in this section, for
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Final Battle The battle between the factions of the Sword Coast and the Cult of the Dragon plays out as a huge clash between armies and monstrous forces. The manner in which that battle plays out
depends on the outcome of the “Council of Waterdeep” chapter, and on how successful the heroes have been bringing the various factions together. See “Enemies and Allies,” later in this section, for
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Final Battle The battle between the factions of the Sword Coast and the Cult of the Dragon plays out as a huge clash between armies and monstrous forces. The manner in which that battle plays out
depends on the outcome of the “Council of Waterdeep” episode, and on how successful the heroes have been bringing the various factions together. See “Enemies and Allies,” later in this section, for
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Chapter 6: Grave Alliance After acquiring a Wildspace orrery at Topolah’s tower, the characters fought a void scavver named Big Momma. After that battle, Topolah mentioned a possible ally in the
fight against the Xaryxian Empire: a pirate named Grimzod Gargenhale. Amid a cosmic storm, the characters laid eyes on Gargenhale’s flagship and its vampirate crew!
In this chapter, the characters come
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Chapter 6: Grave Alliance After acquiring a Wildspace orrery at Topolah’s tower, the characters fought a void scavver named Big Momma. After that battle, Topolah mentioned a possible ally in the
fight against the Xaryxian Empire: a pirate named Grimzod Gargenhale. Amid a cosmic storm, the characters laid eyes on Gargenhale’s flagship and its vampirate crew!
In this chapter, the characters come
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Chapter 6: Grave Alliance After acquiring a Wildspace orrery at Topolah’s tower, the characters fought a void scavver named Big Momma. After that battle, Topolah mentioned a possible ally in the
fight against the Xaryxian Empire: a pirate named Grimzod Gargenhale. Amid a cosmic storm, the characters laid eyes on Gargenhale’s flagship and its vampirate crew!
In this chapter, the characters come
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, reorganizing its cult and bringing the scattered remnants of the other cults to heel. This time allows the characters to plan a second assault. The factions the characters are affiliated with take a more
active role in thwarting Elemental Evil. Reports from characters who survived the first battle carry great weight with them, and it’s possible that a faction was scrying near the node at just the right
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, reorganizing its cult and bringing the scattered remnants of the other cults to heel. This time allows the characters to plan a second assault. The factions the characters are affiliated with take a more
active role in thwarting Elemental Evil. Reports from characters who survived the first battle carry great weight with them, and it’s possible that a faction was scrying near the node at just the right
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, reorganizing its cult and bringing the scattered remnants of the other cults to heel. This time allows the characters to plan a second assault. The factions the characters are affiliated with take a more
active role in thwarting Elemental Evil. Reports from characters who survived the first battle carry great weight with them, and it’s possible that a faction was scrying near the node at just the right
Magic Items
Tasha’s Cauldron of Everything
wizard Tasha). Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse—and the potential for future victory. In the aftermath, the
;potentially for the final time.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Chapter 4: Gith and Their Endless War The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind
Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Chapter 4: Gith and Their Endless War The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind
Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Chapter 4: Gith and Their Endless War The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind
Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hand brake. A creature inside a cart or next to one can use its action to pull the hand brake to reduce the cart’s speed by up to 30 feet, bringing it to a stop if its speed drops to 0.
Moving out of
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hand brake. A creature inside a cart or next to one can use its action to pull the hand brake to reduce the cart’s speed by up to 30 feet, bringing it to a stop if its speed drops to 0.
Moving out of
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hand brake. A creature inside a cart or next to one can use its action to pull the hand brake to reduce the cart’s speed by up to 30 feet, bringing it to a stop if its speed drops to 0.
Moving out of
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Great Dance We measure ourselves by those we fight, and my company faces the greatest threat to the cosmos.
— Veritus Wrath, commander, Flawless Execution
The battle lines in the Blood War
the Nine Hells. Whether by cosmic chance or the design of some unknown power, the dark waters of the Styx provide passage between the two planes, but pathways to other realms are at best fleeting and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Great Dance We measure ourselves by those we fight, and my company faces the greatest threat to the cosmos.
— Veritus Wrath, commander, Flawless Execution
The battle lines in the Blood War
the Nine Hells. Whether by cosmic chance or the design of some unknown power, the dark waters of the Styx provide passage between the two planes, but pathways to other realms are at best fleeting and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Great Dance We measure ourselves by those we fight, and my company faces the greatest threat to the cosmos.
— Veritus Wrath, commander, Flawless Execution
The battle lines in the Blood War
the Nine Hells. Whether by cosmic chance or the design of some unknown power, the dark waters of the Styx provide passage between the two planes, but pathways to other realms are at best fleeting and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard
. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
Dance to harness agility in battle.
Glamour to weave beguiling Feywild magic.
Lore to collect knowledge
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard
. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
Dance to harness agility in battle.
Glamour to weave beguiling Feywild magic.
Lore to collect knowledge
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
bolsters other troops. Emerald Enclave. Druids and rangers of the Emerald Enclave answer the call to arms by bringing their treant and griffon allies from the forests and mountains of the Sword Coast
moment or prevent a crucial order from reaching its destination. Harper Agents. Intercepting intelligence during battle is a Harper specialty, and Harper agents can provide key information about cult






