Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'been barrier diffusing chooses returning'.
Other Suggestions:
been barriers diffusing choose returning
been barren diffusing choose returning
been barrier diffusing choose returning
been barriers diffusing chosen returning
being barrier diffusing choose returning
Monsters
Quests from the Infinite Staircase
the Gardener or a creature within 30 feet of the Gardener takes damage from a spell, the Gardener chooses up to 5 creatures within 30 feet of themself. The Gardener and the chosen creatures have
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
Monsters
The Book of Many Things
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
space when the wall appears is pushed to the nearest unoccupied space on one side of the wall and must make a DC 15 Dexterity saving throw. On a failed save, the medusa chooses the side. On a
Magic Items
The Book of Many Things
on your finger. If you have the attunement slots available, you’re automatically attuned to the ring when it appears. The DM chooses the ring.
Shield. A rare or rarer suit of magic armor that
you are proficient with appears in your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren’t
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Running Glitch Characters Use the guidance in this section when portraying the glitch that affects characters in this adventure. Incarnations Returning After dying, glitch characters return as one of
their other incarnations—even if those incarnations have died before. Once a player chooses which incarnation to play, have that incarnation reappear several minutes after the character’s death as is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Running Glitch Characters Use the guidance in this section when portraying the glitch that affects characters in this adventure. Incarnations Returning After dying, glitch characters return as one of
their other incarnations—even if those incarnations have died before. Once a player chooses which incarnation to play, have that incarnation reappear several minutes after the character’s death as is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Running Glitch Characters Use the guidance in this section when portraying the glitch that affects characters in this adventure. Incarnations Returning After dying, glitch characters return as one of
their other incarnations—even if those incarnations have died before. Once a player chooses which incarnation to play, have that incarnation reappear several minutes after the character’s death as is
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of 0, and then vanishes.
Conjurer Wizard
. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
Summon Elemental (1/Day). The conjurer magically summons an air
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Bonus Actions
Chronal Break (1/Day). The pledgemage chooses a point within 30 feet of itself, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius
also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) force damage. If the target is a Large or smaller creature, it must
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of 0, and then vanishes.
Conjurer Wizard
. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
Summon Elemental (1/Day). The conjurer magically summons an air
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of 0, and then vanishes.
Conjurer Wizard
. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
Summon Elemental (1/Day). The conjurer magically summons an air
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Bonus Actions
Chronal Break (1/Day). The pledgemage chooses a point within 30 feet of itself, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius
also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) force damage. If the target is a Large or smaller creature, it must
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Bonus Actions
Chronal Break (1/Day). The pledgemage chooses a point within 30 feet of itself, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius
also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) force damage. If the target is a Large or smaller creature, it must
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
puts the ruins on alert and activates the necromantic barrier described in area N2. A character who wants to sneak past the watchtower or climb its ladder undetected must succeed on a DC 13 Dexterity
) necrotic damage on a failed save, or half as much damage on a successful one. The creature chooses if it’s inside or outside the dome. The dome deals 22 (5d8) necrotic damage to any creature that touches it
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the attunement slots available, you’re automatically attuned to the ring when it appears. The DM chooses the ring. Shield. A rare or rarer suit of magic armor that you are proficient with appears in
your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren’t wearing armor. Ship. You gain proficiency in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the attunement slots available, you’re automatically attuned to the ring when it appears. The DM chooses the ring. Shield. A rare or rarer suit of magic armor that you are proficient with appears in
your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren’t wearing armor. Ship. You gain proficiency in
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
puts the ruins on alert and activates the necromantic barrier described in area N2. A character who wants to sneak past the watchtower or climb its ladder undetected must succeed on a DC 13 Dexterity
) necrotic damage on a failed save, or half as much damage on a successful one. The creature chooses if it’s inside or outside the dome. The dome deals 22 (5d8) necrotic damage to any creature that touches it
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
puts the ruins on alert and activates the necromantic barrier described in area N2. A character who wants to sneak past the watchtower or climb its ladder undetected must succeed on a DC 13 Dexterity
) necrotic damage on a failed save, or half as much damage on a successful one. The creature chooses if it’s inside or outside the dome. The dome deals 22 (5d8) necrotic damage to any creature that touches it
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the attunement slots available, you’re automatically attuned to the ring when it appears. The DM chooses the ring. Shield. A rare or rarer suit of magic armor that you are proficient with appears in
your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren’t wearing armor. Ship. You gain proficiency in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever — a fate that
SUMMONING
Some devils can have an action option that allows them to summon other devils.
Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning.
A barbed devil
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever — a fate that
SUMMONING
Some devils can have an action option that allows them to summon other devils.
Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning.
A barbed devil
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever — a fate that
SUMMONING
Some devils can have an action option that allows them to summon other devils.
Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning.
A barbed devil
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
creatures. Conjure animals, conjure celestial, conjure minor elementals, and conjure woodland beings are just a few examples. Some spells of this sort specify that the spellcaster chooses the creature
the spellcaster chooses one of them, and then the DM decides what creatures appear that fit the chosen option. For example, if you pick the second option, the DM chooses the two elementals that have a
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
creatures. Conjure animals, conjure celestial, conjure minor elementals, and conjure woodland beings are just a few examples. Some spells of this sort specify that the spellcaster chooses the creature
the spellcaster chooses one of them, and then the DM decides what creatures appear that fit the chosen option. For example, if you pick the second option, the DM chooses the two elementals that have a
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
creatures. Conjure animals, conjure celestial, conjure minor elementals, and conjure woodland beings are just a few examples. Some spells of this sort specify that the spellcaster chooses the creature
the spellcaster chooses one of them, and then the DM decides what creatures appear that fit the chosen option. For example, if you pick the second option, the DM chooses the two elementals that have a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
Equipment
An extraplanar creature is summoned. The GM either chooses the creature or determines it randomly. It is friendly to the creature who triggered the anomaly.
21–22
All humanoid corpses
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to
Equipment
extraplanar creature is summoned. The GM either chooses the creature or determines it randomly. It is friendly to the creature who triggered the anomaly.
21–22
All humanoid corpses with
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
Equipment
extraplanar creature is summoned. The GM either chooses the creature or determines it randomly. It is friendly to the creature who triggered the anomaly.
21–22
All humanoid corpses with 120
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to the
Equipment
An extraplanar creature is summoned. The GM either chooses the creature or determines it randomly. It is friendly to the creature who triggered the anomaly.
21–22
All humanoid corpses
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
a 10-foot-square barrier composed of vertical iron bars with 6-inch gaps between them — enough room for a rat to saunter through, but too narrow for normal-sized characters to squeeze through. The






