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Returning 35 results for 'becoming barrier diffusing charge run'.
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Classes
Player’s Handbook
communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.
Becoming a
Magic Items
Dungeon Master’s Guide
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control.
Eye of Vecna Spells
Spell
Charge Cost
Monsters
The Wild Beyond the Witchlight
charges"} expended charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge expended"}; on a 1, the staff becomes a nonmagical
of the staff's charges, dealing an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Striking","rollDamageType":"force"} force damage for each expended charge.
Fiery
Monsters
Icewind Dale: Rime of the Frostmaiden
charge, if only to keep Caer-Dineval's townsfolk from becoming restless. Thus, when necessary, Kadroth has the town speaker brought to his office to sign official documents.Fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"cold"} cold damage.When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as icy
, while others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s curse. If the curse is allowed to run its course, an abyssal spirit invades the person’s body, causing a gruesome transformation. Over a period of hours, the victim’s head takes on
away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up the blood spilling from its former body. Sunlight or the brilliant illumination of a daylight
Magic Items
The Book of Many Things
These tinker’s goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target
must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn.
Cursed. The goggles are cursed, and becoming attuned to them extends the
Magic Items
Icewind Dale: Rime of the Frostmaiden
24 hours. Gems and precious metals created by the chest disappear after 1 minute.
The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.
Magic Items
The Book of Many Things
charge to increase your walking speed by 30 feet, and you have advantage on Dexterity saving throws. These effects last for 1 minute. The greaves regain 1d3 expended charges daily at dawn.
Curse. The
greaves are cursed, and becoming attuned to them extends the curse to you. You can’t remove the greaves or end your attunement to them until you are targeted by a Remove Curse spell or similar
Backgrounds
Curse of Strahd: Character Options
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain
, common;set of common clothes, and 1 sp.
Harrowing Event
Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness
Monsters
Tomb of Annihilation
after 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak’s
":"damage","rollAction":"Staff","rollDamageType":"necrotic"} necrotic damage when used with two hands.
Invoke Curse. While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and
Monsters
The Wild Beyond the Witchlight
damage and be frightened of Iggwilv for 1 minute. A target can repeat the save at the end of each of its turns, ending the effect on itself on a success and thereby becoming immune to Iggwilv’s Dark
emotions to run rampant and is more likely to find herself in the grip of happiness, anger, or melancholy. This is the price she pays to exert control over the Feywild and impose her will on the domain
Monsters
Fizban's Treasury of Dragons
; scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color
visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon
Monsters
Fizban's Treasury of Dragons
-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the
spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon’s mood.
Embodiment of
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
cannibalizing their victims, and then performed a sorcerous ritual while writhing in pools filled with living snakes that enabled them to mix their flesh with that of serpents, becoming like the gods in
old times.
Yuan-ti Ideals
d6
Ideal
1
Greed. I display my wealth as a sign of my power and prosperity. (Evil)
2
Aspiration. I strive to follow the path toward becoming
Magic Items
Waterdeep: Dragon Heist
defense against the axe, which passes through that spell’s barrier of magical force.
When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6
radiant damage to the target.
Hurling. The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed
any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. Some of these items might be experiments that Kwalish is working on, which can be made available to the characters if they return to the Barrier Peaks. Alternatively, if you’d like to make full use of
these items during the adventure but don’t want to make them part of your long-term campaign, some of them might function only in the monastery or Daoine Gloine, while others might be charge-dependent
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. Some of these items might be experiments that Kwalish is working on, which can be made available to the characters if they return to the Barrier Peaks. Alternatively, if you’d like to make full use of
these items during the adventure but don’t want to make them part of your long-term campaign, some of them might function only in the monastery or Daoine Gloine, while others might be charge-dependent
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. Some of these items might be experiments that Kwalish is working on, which can be made available to the characters if they return to the Barrier Peaks. Alternatively, if you’d like to make full use of
these items during the adventure but don’t want to make them part of your long-term campaign, some of them might function only in the monastery or Daoine Gloine, while others might be charge-dependent
Magic Items
Tomb of Annihilation
regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on
force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM’s control. If the intruding life force is targeted
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Officers and Crew Each vessel requires people to run it: the officers in charge and the sailors who follow their orders.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Officers and Crew Each vessel requires people to run it: the officers in charge and the sailors who follow their orders.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Officers and Crew Each vessel requires people to run it: the officers in charge and the sailors who follow their orders.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Setting the Adventure When preparing to run this adventure, use the following suggestions to help contextualize Atagua in a wider world: Through the Radiant Citadel. Characters who visit Atagua from
. Greyhawk. Atagua could occupy a region of the Plains of the Paynims east of Ket and the Barrier Peaks. Alternatively, the plains of the Great Kingdom might include or border Atagua, with the land’s culture holding connections to the sky-worshiping Aerdi people.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Blade barrier blocks passage 4–8 Cave-in 9–12 Chasm 1d4 × 10 ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon 13–14 Flooding leaves 2d10 ft. of water in the area; create
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Setting the Adventure When preparing to run this adventure, use the following suggestions to help contextualize Atagua in a wider world: Through the Radiant Citadel. Characters who visit Atagua from
. Greyhawk. Atagua could occupy a region of the Plains of the Paynims east of Ket and the Barrier Peaks. Alternatively, the plains of the Great Kingdom might include or border Atagua, with the land’s culture holding connections to the sky-worshiping Aerdi people.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Setting the Adventure When preparing to run this adventure, use the following suggestions to help contextualize Atagua in a wider world: Through the Radiant Citadel. Characters who visit Atagua from
. Greyhawk. Atagua could occupy a region of the Plains of the Paynims east of Ket and the Barrier Peaks. Alternatively, the plains of the Great Kingdom might include or border Atagua, with the land’s culture holding connections to the sky-worshiping Aerdi people.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Blade barrier blocks passage 4–8 Cave-in 9–12 Chasm 1d4 × 10 ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon 13–14 Flooding leaves 2d10 ft. of water in the area; create
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Blade barrier blocks passage 4–8 Cave-in 9–12 Chasm 1d4 × 10 ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon 13–14 Flooding leaves 2d10 ft. of water in the area; create
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
. Trident of Fish Command This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an
insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Becoming Lost Unless they are following a path, or something like it, adventurers traveling in the wilderness run the risk of becoming lost. The party’s navigator makes a Wisdom (Survival) check when
succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. The party’s navigator can repeat
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
. Trident of Fish Command This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an
insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
. Trident of Fish Command This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an
insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Becoming Lost Unless they are following a path, or something like it, adventurers traveling in the wilderness run the risk of becoming lost. The party’s navigator makes a Wisdom (Survival) check when
succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. The party’s navigator can repeat






