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Returning 30 results for 'been blink diffusing centered readily'.
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Circle of Power
Legacy
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Spells
Player’s Handbook (2014)
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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)
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)
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
Monsters
Fizban's Treasury of Dragons
each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8);{"diceNotation":"4d8", "rollType
Monsters
Fizban's Treasury of Dragons
components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water, dispel magic, protection from evil and good, sendingThe dragon can take 3 legendary
amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total
some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
attacks):
1/day each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sending
Bonus Actions
Change Shape. The dragon
point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) force damage and be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total
some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water
Spellcasting.
Explosive Crystal (Costs 3 Actions). The dragon spits an amethyst that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8) force damage and be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water
Spellcasting.
Explosive Crystal (Costs 3 Actions). The dragon spits an amethyst that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8) force damage and be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water
Spellcasting.
Explosive Crystal (Costs 3 Actions). The dragon spits an amethyst that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8) force damage and be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total
some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
attacks):
1/day each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sending
Bonus Actions
Change Shape. The dragon
point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) force damage and be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
attacks):
1/day each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sending
Bonus Actions
Change Shape. The dragon
point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) force damage and be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
door, fly, greater invisibility
Bonus Actions
Blink Step. The inquisitor teleports up to 60 feet to an unoccupied space it can see.
Inquisitor of the Tome
Medium Humanoid
Armor Class 11
resilient sphere, telekinesis
Implode (Recharge 4–6). Each creature in a 20-foot-radius sphere centered on a point the inquisitor can see within 120 feet of it must succeed on a DC 15 Constitution
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
it to appear as any creature. Emissaries have no misplaced pride and just as readily appear as people, animals, or other creatures—the more unassuming, the better. Should it reveal its true form, an
.
Unearthly Bile (Recharge 5–6). The emissary expels bile that splashes all creatures in a 30-foot-radius sphere centered on a point within 120 feet of the emissary. Each creature in that area must make a DC
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
door, fly, greater invisibility
Bonus Actions
Blink Step. The inquisitor teleports up to 60 feet to an unoccupied space it can see.
Inquisitor of the Tome
Medium Humanoid
Armor Class 11
resilient sphere, telekinesis
Implode (Recharge 4–6). Each creature in a 20-foot-radius sphere centered on a point the inquisitor can see within 120 feet of it must succeed on a DC 15 Constitution
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
it to appear as any creature. Emissaries have no misplaced pride and just as readily appear as people, animals, or other creatures—the more unassuming, the better. Should it reveal its true form, an
.
Unearthly Bile (Recharge 5–6). The emissary expels bile that splashes all creatures in a 30-foot-radius sphere centered on a point within 120 feet of the emissary. Each creature in that area must make a DC
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
it to appear as any creature. Emissaries have no misplaced pride and just as readily appear as people, animals, or other creatures—the more unassuming, the better. Should it reveal its true form, an
.
Unearthly Bile (Recharge 5–6). The emissary expels bile that splashes all creatures in a 30-foot-radius sphere centered on a point within 120 feet of the emissary. Each creature in that area must make a DC
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
door, fly, greater invisibility
Bonus Actions
Blink Step. The inquisitor teleports up to 60 feet to an unoccupied space it can see.
Inquisitor of the Tome
Medium Humanoid
Armor Class 11
resilient sphere, telekinesis
Implode (Recharge 4–6). Each creature in a 20-foot-radius sphere centered on a point the inquisitor can see within 120 feet of it must succeed on a DC 15 Constitution
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Conjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye. Conjurer Wizard
Medium Humanoid, Any Alignment
Armor Class 12 (15 with mage armor
) radiant damage.
Overwhelming Revelation (Recharge 5–6). The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
centered on one character in the region and then fades. That character and their friends in the cylinder gain the benefits of the divine favor spell for 1 hour. 07–12 Radiant energy erupts in a 10-foot
-radius sphere centered on one random creature in the region. Each creature in the sphere that isn’t undead regains 3d6 hit points. Each undead creature in the sphere takes 3d6 radiant damage. 13–18
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
centered on one character in the region and then fades. That character and their friends in the cylinder gain the benefits of the divine favor spell for 1 hour. 07–12 Radiant energy erupts in a 10-foot
-radius sphere centered on one random creature in the region. Each creature in the sphere that isn’t undead regains 3d6 hit points. Each undead creature in the sphere takes 3d6 radiant damage. 13–18
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
centered on one character in the region and then fades. That character and their friends in the cylinder gain the benefits of the divine favor spell for 1 hour. 07–12 Radiant energy erupts in a 10-foot
-radius sphere centered on one random creature in the region. Each creature in the sphere that isn’t undead regains 3d6 hit points. Each undead creature in the sphere takes 3d6 radiant damage. 13–18
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Conjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye. Conjurer Wizard
Medium Humanoid, Any Alignment
Armor Class 12 (15 with mage armor
) radiant damage.
Overwhelming Revelation (Recharge 5–6). The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Conjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye. Conjurer Wizard
Medium Humanoid, Any Alignment
Armor Class 12 (15 with mage armor
) radiant damage.
Overwhelming Revelation (Recharge 5–6). The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
combination, the act releases a cloud of incendiary gas that ignites on contact with the air and fills a 20-foot-radius sphere centered on the chest. Any creature in the area must succeed on a DC 15 Dexterity
is deactivated and incapacitated, although that fact isn’t readily apparent. Activating the iron golem requires one to speak the proper command word. Not even Duke Zalto knows it. Casting an identify
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
combination, the act releases a cloud of incendiary gas that ignites on contact with the air and fills a 20-foot-radius sphere centered on the chest. Any creature in the area must succeed on a DC 15 Dexterity
is deactivated and incapacitated, although that fact isn’t readily apparent. Activating the iron golem requires one to speak the proper command word. Not even Duke Zalto knows it. Casting an identify
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
combination, the act releases a cloud of incendiary gas that ignites on contact with the air and fills a 20-foot-radius sphere centered on the chest. Any creature in the area must succeed on a DC 15 Dexterity
is deactivated and incapacitated, although that fact isn’t readily apparent. Activating the iron golem requires one to speak the proper command word. Not even Duke Zalto knows it. Casting an identify






