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Returning 23 results for 'becoming both diffusing conjures recording'.
Classes
Player’s Handbook
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
Monsters
Planescape: Adventures in the Multiverse
’t use this tentacle against other targets. The septon has seven tentacles, each of which can grapple one target.
Lightning Network. The septon conjures a field of electricity that fills a 30
from evil and good, sendingSeptons are auditors of base modrons in Mechanus, recording the activities in each of the plane’s sectors to ensure operations are in perfect order. They are easily
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Septon Modron Septons are auditors of base modrons in Mechanus, recording the activities in each of the plane’s sectors to ensure operations are in perfect order. They are easily identified by their
septon conjures a field of electricity that fills a 30-foot cube originating from itself before dissipating. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Septon Modron Septons are auditors of base modrons in Mechanus, recording the activities in each of the plane’s sectors to ensure operations are in perfect order. They are easily identified by their
septon conjures a field of electricity that fills a 30-foot cube originating from itself before dissipating. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Septon Modron Septons are auditors of base modrons in Mechanus, recording the activities in each of the plane’s sectors to ensure operations are in perfect order. They are easily identified by their
septon conjures a field of electricity that fills a 30-foot cube originating from itself before dissipating. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
available in the present age. Becoming a Wizard... As a Level 1 Character Gain all the traits in the Core Wizard Traits table. Gain the Wizard’s level 1 features, which are listed in the Wizard
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
available in the present age. Becoming a Wizard... As a Level 1 Character Gain all the traits in the Core Wizard Traits table. Gain the Wizard’s level 1 features, which are listed in the Wizard
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. Becoming a Wizard... As a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. Becoming a Wizard... As a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. Becoming a Wizard... As a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
available in the present age. Becoming a Wizard... As a Level 1 Character Gain all the traits in the Core Wizard Traits table. Gain the Wizard’s level 1 features, which are listed in the Wizard
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
has an initiative score, which is a passive Dexterity check: 10 + Dexterity modifier. By cutting down on die rolls, math done on the fly, and the process of asking for and recording totals, you can
speed your game up considerably—at the cost of an initiative order that is often predictable. Side Initiative Recording initiative for each PC and monster, arranging everyone in the correct order, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
has an initiative score, which is a passive Dexterity check: 10 + Dexterity modifier. By cutting down on die rolls, math done on the fly, and the process of asking for and recording totals, you can
speed your game up considerably—at the cost of an initiative order that is often predictable. Side Initiative Recording initiative for each PC and monster, arranging everyone in the correct order, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
has an initiative score, which is a passive Dexterity check: 10 + Dexterity modifier. By cutting down on die rolls, math done on the fly, and the process of asking for and recording totals, you can
speed your game up considerably—at the cost of an initiative order that is often predictable. Side Initiative Recording initiative for each PC and monster, arranging everyone in the correct order, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
organizations can characters join, becoming part of something larger than themselves? How Common Is Magic? Spellcasters and magic item shops might be common, rare, or practically nonexistent in your
world. How readily available are spells such as Lesser Restoration, Raise Dead, and Teleportation Circle? Is magic so widespread that it’s part of daily life, or so rare that it conjures all sorts of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
organizations can characters join, becoming part of something larger than themselves? How Common Is Magic? Spellcasters and magic item shops might be common, rare, or practically nonexistent in your
world. How readily available are spells such as Lesser Restoration, Raise Dead, and Teleportation Circle? Is magic so widespread that it’s part of daily life, or so rare that it conjures all sorts of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
organizations can characters join, becoming part of something larger than themselves? How Common Is Magic? Spellcasters and magic item shops might be common, rare, or practically nonexistent in your
world. How readily available are spells such as Lesser Restoration, Raise Dead, and Teleportation Circle? Is magic so widespread that it’s part of daily life, or so rare that it conjures all sorts of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
: 27 (4d8 + 9) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition.
Vortex (Recharge 5–6). The cradle conjures a
until the end of its next turn.
Bonus Actions
Fog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
: 27 (4d8 + 9) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition.
Vortex (Recharge 5–6). The cradle conjures a
until the end of its next turn.
Bonus Actions
Fog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
: 27 (4d8 + 9) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition.
Vortex (Recharge 5–6). The cradle conjures a
until the end of its next turn.
Bonus Actions
Fog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
any other creature that enters the room. Hidden Tower. Touching the miniature tower while it is inside this chamber conjures a glowing doorway to a demiplane. The doorway is 8 feet tall, 4 feet wide
, this charm vanishes from you. Secret Effect: When this charm vanishes from you, a flying sword appears in your space and defends you for the next 24 hours before becoming an inert, nonmagical weapon
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
any other creature that enters the room. Hidden Tower. Touching the miniature tower while it is inside this chamber conjures a glowing doorway to a demiplane. The doorway is 8 feet tall, 4 feet wide
, this charm vanishes from you. Secret Effect: When this charm vanishes from you, a flying sword appears in your space and defends you for the next 24 hours before becoming an inert, nonmagical weapon
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
any other creature that enters the room. Hidden Tower. Touching the miniature tower while it is inside this chamber conjures a glowing doorway to a demiplane. The doorway is 8 feet tall, 4 feet wide
, this charm vanishes from you. Secret Effect: When this charm vanishes from you, a flying sword appears in your space and defends you for the next 24 hours before becoming an inert, nonmagical weapon






