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Returning 35 results for 'bead bottom diffusing class resort'.
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Backgrounds
Guildmasters’ Guide to Ravnica
you can work your way into a more prominent position.
Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value
positions of power.
Orzhov Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class
Wizard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Checking and rechecking his work, a human scribes an intricate magic
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ember becomes a single bead from a necklace of fireballs. 3 The creature that caught the ember gains the ability to speak and understand Ignan for the next 24 hours (useful for communicating with the
rope ladder to tumble out, extending all the way to the bottom of the pit. The ladder is securely attached to a stone bar lodged in the toad’s throat, and characters can use it to safely climb in and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ember becomes a single bead from a necklace of fireballs. 3 The creature that caught the ember gains the ability to speak and understand Ignan for the next 24 hours (useful for communicating with the
rope ladder to tumble out, extending all the way to the bottom of the pit. The ladder is securely attached to a stone bar lodged in the toad’s throat, and characters can use it to safely climb in and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ember becomes a single bead from a necklace of fireballs. 3 The creature that caught the ember gains the ability to speak and understand Ignan for the next 24 hours (useful for communicating with the
rope ladder to tumble out, extending all the way to the bottom of the pit. The ladder is securely attached to a stone bar lodged in the toad’s throat, and characters can use it to safely climb in and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can use to return to his home if his need is great. (He uses it only as a last resort, however, given the risks involved in teleporting in the Underdark; see “Faerzress” in chapter 2.) Vizeran doesn’t
20 feet per round until it reaches the bottom of the shaft. If the word ku’lam (“rise”) is spoken, a creature rises 20 feet per round until reaching the top level. Movement stops immediately if the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can use to return to his home if his need is great. (He uses it only as a last resort, however, given the risks involved in teleporting in the Underdark; see “Faerzress” in chapter 2.) Vizeran doesn’t
20 feet per round until it reaches the bottom of the shaft. If the word ku’lam (“rise”) is spoken, a creature rises 20 feet per round until reaching the top level. Movement stops immediately if the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can use to return to his home if his need is great. (He uses it only as a last resort, however, given the risks involved in teleporting in the Underdark; see “Faerzress” in chapter 2.) Vizeran doesn’t
20 feet per round until it reaches the bottom of the shaft. If the word ku’lam (“rise”) is spoken, a creature rises 20 feet per round until reaching the top level. Movement stops immediately if the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Drowned Blade Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (−1)
CON
16 (+3)
INT
knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Drowned Blade Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (−1)
CON
16 (+3)
INT
knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Young Amethyst Dragon Young Amethyst Dragon
Large Dragon (Gem), Typically Neutral
Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft. (hover), swim 40 ft
target. Hit: 9 (1d8 + 5) slashing damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. Each
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Young Amethyst Dragon Young Amethyst Dragon
Large Dragon (Gem), Typically Neutral
Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft. (hover), swim 40 ft
target. Hit: 9 (1d8 + 5) slashing damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. Each
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Amethyst Dragon Wyrmling Amethyst Dragon Wyrmling
Medium Dragon (Gem), Typically Neutral
Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., fly 60 ft. (hover), swim 30 ft
target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) force damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Amethyst Dragon Wyrmling Amethyst Dragon Wyrmling
Medium Dragon (Gem), Typically Neutral
Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., fly 60 ft. (hover), swim 30 ft
target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) force damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Amethyst Dragon Wyrmling Amethyst Dragon Wyrmling
Medium Dragon (Gem), Typically Neutral
Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., fly 60 ft. (hover), swim 30 ft
target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) force damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Drowned Blade Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (−1)
CON
16 (+3)
INT
knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
of Many Things because the pattern on the back of the cards is duplicated on the spider’s carapace. I lost my favorite necklace to a ruin spider; the pendant had a large bead I could spin whenever I
got nervous. I haven’t been able to find a good replacement since.
Ruin Spider Large Monstrosity, Unaligned
Armor Class 16 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 40 ft., climb 40 ft
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
of Many Things because the pattern on the back of the cards is duplicated on the spider’s carapace. I lost my favorite necklace to a ruin spider; the pendant had a large bead I could spin whenever I
got nervous. I haven’t been able to find a good replacement since.
Ruin Spider Large Monstrosity, Unaligned
Armor Class 16 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 40 ft., climb 40 ft
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
of Many Things because the pattern on the back of the cards is duplicated on the spider’s carapace. I lost my favorite necklace to a ruin spider; the pendant had a large bead I could spin whenever I
got nervous. I haven’t been able to find a good replacement since.
Ruin Spider Large Monstrosity, Unaligned
Armor Class 16 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 40 ft., climb 40 ft
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Young Amethyst Dragon Young Amethyst Dragon
Large Dragon (Gem), Typically Neutral
Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft. (hover), swim 40 ft
target. Hit: 9 (1d8 + 5) slashing damage.
Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. Each
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the ocean in Tammeraut’s Fate, retains its fighting reflexes despite its rotting flesh. Drowned Ascetic
Medium undead, chaotic evil
Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
its bloated gray eyes. Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3
languages it knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the ocean in Tammeraut’s Fate, retains its fighting reflexes despite its rotting flesh. Drowned Ascetic
Medium undead, chaotic evil
Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
its bloated gray eyes. Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3
languages it knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the ocean in Tammeraut’s Fate, retains its fighting reflexes despite its rotting flesh. Drowned Ascetic
Medium undead, chaotic evil
Armor Class 13
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t speak
Challenge 3 (700 XP)
Bottom Treader. The drowned ascetic cannot swim, and it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
its bloated gray eyes. Drowned Blade
Medium undead, chaotic evil
Armor Class 10 (leather armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3
languages it knew in life but can’t speak
Challenge 2 (450 XP)
Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
, though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave. A braxat projects an invisible psychic barrier around itself that enhances its natural armor
, and it can amplify this magical energy to create shields of rippling force that deflect incoming attacks and absorb magic missile spells. Braxat
Huge Giant, Typically Neutral
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
twigs and twine 5 Small note with the words “It’s been fun!” written on it in an ornate script 6 Glass bead that looks like an eye 7 Pistachio shells 8 Two playing cards balanced against each other
, resembling a tent 9 Worthless coin with a bite mark in it 10 Chalk or charcoal sketch of a domino mask Master Thief
Medium Humanoid, Any Alignment
Armor Class 16 (studded leather)
Hit Points 84
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
twigs and twine 5 Small note with the words “It’s been fun!” written on it in an ornate script 6 Glass bead that looks like an eye 7 Pistachio shells 8 Two playing cards balanced against each other
, resembling a tent 9 Worthless coin with a bite mark in it 10 Chalk or charcoal sketch of a domino mask Master Thief
Medium Humanoid, Any Alignment
Armor Class 16 (studded leather)
Hit Points 84






