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Returning 35 results for 'becoming being diffusing circle relief'.
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becoming being diffusing circle relies
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
","rollAction":"Far Realm Parasite (Miles)"} miles of where it died. If the lich died inside a magic circle cast to contain Undead, the lich instead reappears as an otyugh with all the lich’s memories
becoming an eldritch lich.
Like other liches, eldritch liches are spellcasters who have cheated death, but an eldritch lich does so by allowing a Great Old One to implant a Far Realm parasite in the lich
Monsters
Tales from the Yawning Portal
"} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Var is a 12th-level spellcaster. His spellcasting ability is
(1 slot): circle of death
* Conjuration spell of 1st level or higher
Turn Resistance. Var has advantage on saving throws against any effect that turns undead.Paralyzing Touch. Melee Spell Attack: +9
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
, hold monster, wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): maze, mind blank
9th
Monsters
Bigby Presents: Glory of the Giants
has the petrified condition.A scion of Skoraeus typically slumbers deep in the heart of a towering mountain, almost becoming one with the earth. While the scion dreams, the mountain’s minerals
a shock wave through the ground in a 60-footradius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 24 Constitution saving throw or lose concentration.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
becoming a druid was part of your character’s destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring
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Monsters
Eberron: Rising from the Last War
","rollAction":"Rejuvenation"} days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed.
Spellcasting. Illmarrow
, polymorph
5th level (3 slots): cloudkill, cone of cold, hold monster, scrying
6th level (2 slot): chain lightning, circle of death, create undead
7th level (2 slot): finger of death, forcecage
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
relief from solitude that they offer? QUICK BUILD You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnels leading north, west, and south. 2a. Demon Reliefs Bas-Reliefs. Every 10-foot section of wall has a 9-foot-high, 4-foot-wide, 3-inch-deep door-shaped recess containing a bas-relief carving of a
demon. Each relief depicts a different kind of demon (see below).
Skeleton. A kenku skeleton lies on the floor, one of its thin arms pointing toward a bas-relief of a nalfeshnee demon on the south
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnels leading north, west, and south. 2a. Demon Reliefs Bas-Reliefs. Every 10-foot section of wall has a 9-foot-high, 4-foot-wide, 3-inch-deep door-shaped recess containing a bas-relief carving of a
demon. Each relief depicts a different kind of demon (see below).
Skeleton. A kenku skeleton lies on the floor, one of its thin arms pointing toward a bas-relief of a nalfeshnee demon on the south
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnels leading north, west, and south. 2a. Demon Reliefs Bas-Reliefs. Every 10-foot section of wall has a 9-foot-high, 4-foot-wide, 3-inch-deep door-shaped recess containing a bas-relief carving of a
demon. Each relief depicts a different kind of demon (see below).
Skeleton. A kenku skeleton lies on the floor, one of its thin arms pointing toward a bas-relief of a nalfeshnee demon on the south
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and sleep. After becoming enthralled by Zuggtmoy, Phylo decided the myconids would meld exclusively within their own circle, and only the circle leaders would meld with the other circle leaders and the
Circles The circles in Neverlight Grove are divided by specialized function, with each circle performing a specific role in the colony. Seven circles are present in the grove, each containing an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and sleep. After becoming enthralled by Zuggtmoy, Phylo decided the myconids would meld exclusively within their own circle, and only the circle leaders would meld with the other circle leaders and the
Circles The circles in Neverlight Grove are divided by specialized function, with each circle performing a specific role in the colony. Seven circles are present in the grove, each containing an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Path to the Tomb Keresta uses this hallway to reach her tomb. 30a. Secret Door A bas-relief mural covers the southwest wall of this 20-foot-high room. The mural depicts Shar in the form of a
young woman, her billowing cloak becoming one with the night sky as she descends upon unsuspecting human mourners in a graveyard. In each hand, she clutches a dagger. Characters who examine the mural
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Path to the Tomb Keresta uses this hallway to reach her tomb. 30a. Secret Door A bas-relief mural covers the southwest wall of this 20-foot-high room. The mural depicts Shar in the form of a
young woman, her billowing cloak becoming one with the night sky as she descends upon unsuspecting human mourners in a graveyard. In each hand, she clutches a dagger. Characters who examine the mural
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and sleep. After becoming enthralled by Zuggtmoy, Phylo decided the myconids would meld exclusively within their own circle, and only the circle leaders would meld with the other circle leaders and the
Circles The circles in Neverlight Grove are divided by specialized function, with each circle performing a specific role in the colony. Seven circles are present in the grove, each containing an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Path to the Tomb Keresta uses this hallway to reach her tomb. 30a. Secret Door A bas-relief mural covers the southwest wall of this 20-foot-high room. The mural depicts Shar in the form of a
young woman, her billowing cloak becoming one with the night sky as she descends upon unsuspecting human mourners in a graveyard. In each hand, she clutches a dagger. Characters who examine the mural
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny. Have you always been
9th
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flying swords that deal bludgeoning damage instead of slashing damage. If the specter is defeated, the pots and pans clatter to the ground, becoming inanimate once more. 2d. Kalabash’s Bedroom The door to
).
Summoning Circle. An old rug woven with arcane symbols lies in the middle of the floor. (Beneath the rug, painted on the stone floor, is a 10-foot-diameter summoning circle that has been partially
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny. Have you always been
9th
1st
+2
Druidic, Spellcasting
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Wild Shape, Druid Circle
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Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny. Have you always been
9th
1st
+2
Druidic, Spellcasting
2
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Wild Shape, Druid Circle
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flying swords that deal bludgeoning damage instead of slashing damage. If the specter is defeated, the pots and pans clatter to the ground, becoming inanimate once more. 2d. Kalabash’s Bedroom The door to
).
Summoning Circle. An old rug woven with arcane symbols lies in the middle of the floor. (Beneath the rug, painted on the stone floor, is a 10-foot-diameter summoning circle that has been partially
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flying swords that deal bludgeoning damage instead of slashing damage. If the specter is defeated, the pots and pans clatter to the ground, becoming inanimate once more. 2d. Kalabash’s Bedroom The door to
).
Summoning Circle. An old rug woven with arcane symbols lies in the middle of the floor. (Beneath the rug, painted on the stone floor, is a 10-foot-diameter summoning circle that has been partially
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Entrance Plaza The entrance to Diderius’s tomb stands in what was once a large paved plaza. The remains of a fountain are now little more than a stone circle set around a crumbling hole in the
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
1. Entrance Plaza The entrance to Diderius’s tomb stands in what was once a large paved plaza. The remains of a fountain are now little more than a stone circle set around a crumbling hole in the
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Entrance Plaza The entrance to Diderius’s tomb stands in what was once a large paved plaza. The remains of a fountain are now little more than a stone circle set around a crumbling hole in the
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
1. Entrance Plaza The entrance to Diderius’s tomb stands in what was once a large paved plaza. The remains of a fountain are now little more than a stone circle set around a crumbling hole in the
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Entrance Plaza The entrance to Diderius’s tomb stands in what was once a large paved plaza. The remains of a fountain are now little more than a stone circle set around a crumbling hole in the
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
1. Entrance Plaza The entrance to Diderius’s tomb stands in what was once a large paved plaza. The remains of a fountain are now little more than a stone circle set around a crumbling hole in the
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, whether in modest rural temples or urban cathedrals. When many common folk give voice to their hopes or seek to ward off evil, it’s to Ezra they pray. The Circle The heroic knights of this order quest from
the Shadowlands (detailed in “Other Domains of Dread”) in search of evil to vanquish. Bold and proud, many members of the Circle inadvertently race toward dramatic tragedies. The more successful






