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Returning 35 results for 'before barrier during common refuge'.
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Legacy
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Spells
Basic Rules (2014)
spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
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
out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non
Genasi
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Species
Elemental Evil Player's Companion
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north
Firbolg
Legacy
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Species
Volo's Guide to Monsters
We spent three months tracking the green dragon before locating the forest in which it sought refuge. On our second day in that place, we woke to find the dragon’s head placed in the center
heart of the world and monuments to the durability of life.
In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Features Those familiar with the Radiant Citadel know the following details: Hallmarks. The Radiant Citadel is an extraplanar refuge known for its collaborative society and ecological beauty. Local
city. This makes the population an ethnically diverse mix of humans, dragonborn, dwarves, elves, gnomes, and halflings, along with a variety of other races. Languages. Common is widely known, along with dozens of other languages.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Features Those familiar with the Radiant Citadel know the following details: Hallmarks. The Radiant Citadel is an extraplanar refuge known for its collaborative society and ecological beauty. Local
city. This makes the population an ethnically diverse mix of humans, dragonborn, dwarves, elves, gnomes, and halflings, along with a variety of other races. Languages. Common is widely known, along with dozens of other languages.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-tall golems worship the Mad Mage as a god and regard the Runestone as his eye into their dark domain. The Stonecloaks don’t like it that a lich has taken refuge in the stalagmite tower, but
. It understands the following languages but can’t speak: Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, and Undercommon. Stonecloaks use a system of eye blinks to communicate nonverbally with one another.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
, though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave. A braxat projects an invisible psychic barrier around itself that enhances its natural armor
)
Damage Immunities acid, psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 11
Languages Common, Giant
Challenge 9 (5,000 XP) Proficiency Bonus +4
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
are seeking Kwalish not just on their own behalf, but to prevent hardship to friends, family, or the common folk. Just make sure that the peril doesn’t come on too quickly, though, as an expedition into the Barrier Peaks will take some time.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Reckless Steps Difficulty: Easy This puzzle features a word search on floor tiles, which might present a barrier to exploration in myriad scenarios. To cross safely, characters must first uncover
all magic in this room,
Lest reckless steps ensure your doom.
The tiles covering the floor of this room each bear a single letter written in the Common alphabet, making the room a giant word
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro Features The following features are common to all areas of Landro unless otherwise noted. Antigravity Magic The piece of the Rod of Seven Parts linked to the graymatter engine creates special
. Psychic Damage. For each ounce of graymatter fluid consumed, the creature takes 11 (2d10) psychic damage. A creature killed by this damage rises as a zombie 1d4 hours after dying. Invisible Barrier The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a longer talk from an industrial or civic leader on a topic of general interest. Attendants often bring meals to eat while on a break from their jobs. Ephara’s face is a common sight in cities. Marble
in Meletis crumbled. Ephara kept her temple standing throughout the mighty quake, making it a place for Meletians to take refuge in the following days during the aftershocks. After the cataclysm, she
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Albino Dwarves The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn’t seek refuge in Port Nyanzaru adapted to living in the jungle. They make
darkvision 60 ft., passive Perception 14
Languages Common, Dwarvish
Challenge 1/4 (50 XP)
Dwarven Resilience. The dwarf has advantage on saving throws against poison.
Actions
Handaxe. Melee or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic items rules in the Dungeon Master’s Guide. Magic Items Rarity Item Attunement Common
Illuminator’s Tattoo Yes Common Masquerade Tattoo Yes Common Prosthetic Limb No Common+ Spellwrought Tattoo No Uncommon+ All-Purpose Tool Yes Uncommon+ Amulet of the Devout Yes Uncommon+ Arcane
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lore Comes to Life A successful DC 14 Intelligence (Arcana) check confirms that the book is enchanted. As soon as a character opens it, a few sentences in Common appear on the first page, as if
a forest. If anyone tries to move away from the forest, they are halted by an impassable barrier of force that disallows any other route. The story takes the characters generally northward through
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Githzerai Zerths Four githzerai zerths have taken refuge in the Obstacle Course. They use their psychic abilities and natural stealth to hide from Halaster’s magical gaze and the death tyrant’s
githyanki and githzerai who seek to reunify the gith races. By helping the githyanki defeat a common foe, Yrlakka hopes to demonstrate the merits of a single unified gith race — not only to the evil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
) Fiefdom with a significant navy; its princess commands the respect of many dwarves beyond Ulek Valley of the Mage, the The Mage of the Valley (identity unknown) Secluded refuge of an ancient archmage
meat with some spices and seasonings brought from the west, creating unique flavors. Old Keoland and Its Neighbors The long chain of the Lortmil Mountains forms a natural barrier between Old Keoland and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
)
WIS
18 (+4)
CHA
11 (+0)
Skills Arcana +11, History +11, Insight +7, Investigation +11, Medicine +10, Nature +11, Religion +11
Senses passive Perception 14
Languages Common
Reactions
Shield (1st-Level Spell; 3/Day). When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an invisible barrier of magical force that protects it. Until the start of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Festival’s levity is abandoned as worried locals seek refuge or mill about the village circle, uncertain how to help. The Brass Crab’s owner, Yalme, had prepared the tavern’s common room for a night of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
regularly. Tree Believers As the heroes pass through the forest, two awakened trees interrogate them in Common, demanding to know the reason for their intrusion. If the characters are looking for
archdruid, the other werebats drove Vool out of their village. He found a secluded cave nearby (see area 17) and took refuge there. He ventures out once a day to feed but avoids contact with his kin. If Vool
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Background In centuries long past, a common scholar named Kwalish took an unlikely path to becoming one of the most powerful arcane inventors of all time, after his discovery of strange magic in the
Barrier Peaks. His studies of an ancient, crashed planar craft set him on a path that might have seen him rival Ioun and Heward — until his experiments overtook him, and he became lost to the ages
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
duel, Halaster captured Manshoon and amputated his left arm at the elbow for reasons unknown. Manshoon escaped imprisonment and fled Undermountain, taking refuge in the city above. Attempts to
years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
transforming them into lobsterfolk. The fishers accepted their punishment and embraced their new existence. However, they were scorned by other members of their tribe and forced to take refuge in the
, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1 (200 XP)
Amphibious. The aldani can breathe air and water.
Actions
Multiattack. The aldani makes two
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
divine wisdom and also for refuge. Harshnag is one of only a handful of giants who know about the temple. A few ancient dragons — including Iymrith, Claugiyliamatar, and Klauth — also know of its
THE ALL-FATHER: GENERAL FEATURES
The following features are common throughout the temple.
Ceilings. Interiors have 60-foot-high ceilings.
Doors. The double doors located throughout the complex
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Senses truesight 120 ft., passive Perception 18
Languages Abyssal, Common, Draconic
Challenge 11 (7,200 XP) Proficiency Bonus +4
Special Equipment. Kansaldi has a glowing ruby embedded in her left
spellcasting ability (spell save DC 16):
At will: light, spare the dying, thaumaturgy
1/day each: blade barrier, dispel magic, flame strike, lesser restoration, revivify
Bonus Actions
Dragon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
seals is a druidic bloodline, and it will last until the last member of the line is slain. The most common form of Gatekeeper seal is a great stone slab set into the ground or a cavern wall. It is carved
with mystical symbols that hedge out the influence of Xoriat and maintain the barrier. The map depicts one such seal, along with the druidic trappings and dwellings surrounding it. Gatekeeper Seal
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
runs the inn; she’s kind, honest, and much beloved in the district. The Anvil is on the west side of the Bridge and is a common hangout for Boromar allies. The Broken Mirror is an inn run by a family
actually knows who it represents. The statue radiates the effects of a sanctuary spell within a 15-foot radius and serves as a refuge for those in danger. The most destitute inhabitants of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Zhents coin and allows them to use the family’s noble villa as a refuge. In exchange, the house reaps all the benefits that the Black Network offers, including intelligence that its spies have gathered. So
he opens his mouth, his boorish nature, inflated sense of self-importance, fragile ego, and despicable opinions about “the common rabble” come to the fore, and his charm quickly dissipates. When not in
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Languages Common plus any two languages
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Scroll Bash. Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2) bludgeoning
+7, Insight +3, Investigation +7
Senses passive Perception 11
Languages Common plus any two languages
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Multiattack. The pledgemage makes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
traps. If Huarwar Mulphoon and Fel Suparra are alive, they are among the cult fanatics (see area C6 for more information about these NPCs). The Knights of the Black Sword speak Common and Infernal, and
to reach it, while the cult fanatics encamp around the base of the tower. Avarice’s goal is simple: conquer Ythryn and claim its treasures for herself. From her refuge, Avarice divides her expedition
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
blandest rations into a feast, and turns a dull, uncomfortable campsite into a welcoming refuge. But if a party abuses or neglects a killmoulis, the creature’s mean-spirited thirst for revenge can
Perception 14
Languages Common, Sylvan, telepathy 60 ft.
Challenge 0 (10 XP)
Actions
Slam. Melee Weapon Attack: −1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Blessing of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Mad Wizard’s Retreat A human wizard, the lone survivor of an expedition to the Underdark, has taken refuge in this 30-foot-high cave. The cave contains the following: Light. Phosphorescent moss
inn.) If her sanity is restored, Darribeth becomes her normal self — a curious and kind woman with a flair for magic who doesn’t mind bending rules for the greater good. She speaks Common, Dwarvish
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
particular day (including livestock and wild animals) have a common feature, such as incandescent eyes, a fiery halo, or brightly glowing blood that is visible through the skin.
6 Locusts, cicadas, wasps
can’t be averted; the warning is the prelude to an inevitable cataclysm. This can be a good way to radically transform your campaign. For example, if the characters survive disaster only to see their world destroyed, they might seek refuge in the stars of a Spelljammer campaign or among the many planes.






