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Returning 35 results for 'because boned diffusing colors replace'.
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Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
themselves on the Material Plane. Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are reminiscent
action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
themselves on the Material Plane. Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are reminiscent
action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
have made homes for themselves on the Material Plane. Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other
you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
themselves on the Material Plane. Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are reminiscent
action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
have made homes for themselves on the Material Plane. Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other
you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
have made homes for themselves on the Material Plane. Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other
you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, then challenge players to fill in a missing segment. While the symbols in this puzzle refer to the four elements, you might use holy symbols, colors, dolls on a shelf, or any other repeating design to
difficulty by having statues depict genies instead of elementals. In this case, replace the four elementals with a dao, a djinni, an efreeti, and a marid. These genies are compelled to attack the characters and can’t be reasoned with.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, then challenge players to fill in a missing segment. While the symbols in this puzzle refer to the four elements, you might use holy symbols, colors, dolls on a shelf, or any other repeating design to
difficulty by having statues depict genies instead of elementals. In this case, replace the four elementals with a dao, a djinni, an efreeti, and a marid. These genies are compelled to attack the characters and can’t be reasoned with.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, then challenge players to fill in a missing segment. While the symbols in this puzzle refer to the four elements, you might use holy symbols, colors, dolls on a shelf, or any other repeating design to
difficulty by having statues depict genies instead of elementals. In this case, replace the four elementals with a dao, a djinni, an efreeti, and a marid. These genies are compelled to attack the characters and can’t be reasoned with.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn’s scaled skin and course through their veins. Theirs are the wonders of the mind
Gem Ancestry table. This determines the damage type for your other traits, as shown in the table. Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming
within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Deathless Nature. You don’t need to breathe. Spider
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming
within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Deathless Nature. You don’t need to breathe. Spider
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn’s scaled skin and course through their veins. Theirs are the wonders of the mind
Gem Ancestry table. This determines the damage type for your other traits, as shown in the table. Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming
within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Deathless Nature. You don’t need to breathe. Spider
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Chromatic Dragonborn A red dragonborn sell-sword waits for a client Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green
Ancestry table. This determines the damage type for your other traits, as shown in the table. Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn’s scaled skin and course through their veins. Theirs are the wonders of the mind
Gem Ancestry table. This determines the damage type for your other traits, as shown in the table. Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Chromatic Dragonborn A red dragonborn sell-sword waits for a client Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green
Ancestry table. This determines the damage type for your other traits, as shown in the table. Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Chromatic Dragonborn A red dragonborn sell-sword waits for a client Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green
Ancestry table. This determines the damage type for your other traits, as shown in the table. Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token. As a bonus action, you can harmlessly remove a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token. As a bonus action, you can harmlessly remove a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token. As a bonus action, you can harmlessly remove a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in any way, replace the Persuasion check with a DC 20 Charisma (Deception) check. On a failed check, the dragon is not swayed by the characters’ words but still keeps the gift. With each successful
natural colors are restored, but the stench of death lingers (see “Into the Shadowfell”). The fog encountered throughout Vanrakdoom is not a byproduct of Umbraxakar’s despair and remains until Keresta is destroyed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in any way, replace the Persuasion check with a DC 20 Charisma (Deception) check. On a failed check, the dragon is not swayed by the characters’ words but still keeps the gift. With each successful
natural colors are restored, but the stench of death lingers (see “Into the Shadowfell”). The fog encountered throughout Vanrakdoom is not a byproduct of Umbraxakar’s despair and remains until Keresta is destroyed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in any way, replace the Persuasion check with a DC 20 Charisma (Deception) check. On a failed check, the dragon is not swayed by the characters’ words but still keeps the gift. With each successful
natural colors are restored, but the stench of death lingers (see “Into the Shadowfell”). The fog encountered throughout Vanrakdoom is not a byproduct of Umbraxakar’s despair and remains until Keresta is destroyed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew
grappled.
Siege Monster. The kraken deals double damage to objects and structures.
Actions
Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew
grappled.
Siege Monster. The kraken deals double damage to objects and structures.
Actions
Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew
grappled.
Siege Monster. The kraken deals double damage to objects and structures.
Actions
Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tent 20 lb. 2 GP Tinderbox 1 lb. 5 SP Torch 1 lb. 1 CP Vial — 1 GP Waterskin 5 lb. (full) 2 SP Acid (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a vial of
Acid damage. Alchemist’s Fire (50 GP) When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Waterskin 5 lb. (full) 2 SP Acid (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of
action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tent 20 lb. 2 GP Tinderbox 1 lb. 5 SP Torch 1 lb. 1 CP Vial — 1 GP Waterskin 5 lb. (full) 2 SP Acid (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a vial of
Acid damage. Alchemist’s Fire (50 GP) When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Waterskin 5 lb. (full) 2 SP Acid (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of
action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tent 20 lb. 2 GP Tinderbox 1 lb. 5 SP Torch 1 lb. 1 CP Vial — 1 GP Waterskin 5 lb. (full) 2 SP Acid (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a vial of
Acid damage. Alchemist’s Fire (50 GP) When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Waterskin 5 lb. (full) 2 SP Acid (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of
action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are the prominent colors. 13 Elemental Water
. Lustrous fish scales replace leather or cloth on this item, and metal portions are instead crafted from seashells and worked coral as hard as any metal. 14–15 Elf. The item is half the normal weight
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are the prominent colors. 13 Elemental Water
. Lustrous fish scales replace leather or cloth on this item, and metal portions are instead crafted from seashells and worked coral as hard as any metal. 14–15 Elf. The item is half the normal weight






