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Returning 35 results for 'before before divine carried round'.
Spells
Player’s Handbook
creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior
turn unless you use this option on it again and it fails the save.
Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to
Spells
Player’s Handbook
instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any
separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until
Spells
Player’s Handbook
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to
Monsters
Waterdeep: Dungeon of the Mad Mage
Weapons","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma
initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends.
Fazrian's eyes become smoldering black voids until initiative count 20
Telekinesis
Legacy
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Spells
Basic Rules (2014)
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object
that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no
Phoenix
Legacy
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Monsters
Mordenkainen’s Tome of Foes
","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t worn or carried.
The explosion
"} fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6;{"diceNotation":"1d6","rollType":"roll"} days, it hatches a new
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw
, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine Flame","rollDamageType":"fire"} fire damage and 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine
Monsters
Mordenkainen Presents: Monsters of the Multiverse
in the area that aren’t being worn or carried.
The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder, which weighs 5 pounds. The cinder deals 21 (6d6
);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Fiery Death and Rebirth: Cinder", "rollDamageType":"fire"} fire damage to any creature that touches it, though no more than once per round. The cinder
Nystul's Magic Aura
Legacy
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Spells
Player’s Handbook (2014)
carried or worn by another creature.When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day
spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Monsters
Planescape: Adventures in the Multiverse
":"recharge", "rollAction":"Time Breath"}. The dragon exhales a wave of shimmering light in a 60-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to
succeeds on three of these saves.The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using Legendary Resistance or in response to being hit by an attack
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
stunned. Equipment worn or carried by the mummy lord remain in its possession.A Mummy Lord’s Lair
A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and
undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
Each undead in the lair has advantage on saving throws
Monsters
Tyranny of Dragons
all damage, and he can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by him remain in his possession.A Mummy Lord’s Lair
A mummy lord watches
on the next round.
Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
Until initiative count 20 on the next round
Arcanist's Magic Aura
Legacy
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Spells
Basic Rules (2014)
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or
effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Beholder
Legacy
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Monsters
Monster Manual (2014)
the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this
beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw
, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine Flame","rollDamageType":"fire"} fire damage and 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine
Monsters
The Book of Many Things
gather and inspire followers, protecting their people and guiding them to fulfill the medusa’s divine purpose. The Divine Purpose table offers suggestions for motivations. Roll on the table, or use
the entries as inspiration to create your own.
Divine Purpose
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Divine Purpose"}
Purpose
1
Protect a sanctuary that hides
Monsters
Planescape: Adventures in the Multiverse
Breath"}. The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area
by the dragon from opening in the rulers’ presence or anywhere within their domains.The dragon can take up to three reactions per round but only one per turn.
Reactive Rend. After using
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
until the tyrant is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert
the next round.
Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its
Monsters
Princes of the Apocalypse
. Small and Medium creatures move at half speed through the wind; Tiny creatures exposed to the wind are carried away with it at a rate of 40 feet per round unless they succeed at a DC 15 Strength
lasts until initiative count 20 on the next round. The debris lightly obscures every creature and object in the area for the duration. All creatures in the area must succeed at a DC 24 Wisdom saving throw
Monsters
Waterdeep: Dungeon of the Mad Mage
form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
living creature within 120 feet of it until initiative count 20 on the next round.
Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the
Monsters
Out of the Abyss
beholder's next turn or until the beholder is incapacitated.
If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder
initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that
Monsters
Candlekeep Mysteries
, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Valin remain in her possession.Valin Sarnaster has been thoroughly corrupted by visions of a future in which she sees herself
on the next round.
Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
Until initiative count 20 on the next round
Monsters
Princes of the Apocalypse
’t being worn or carried ignite. A creature also takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage if it touches Imix or hits
initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn
Monsters
Tyranny of Dragons
.
Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose
effects.
Magic Weapons. Tiamat’s weapon attacks are magical.
Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws
Control Water
Legacy
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Spells
Basic Rules (2014)
and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing
spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water
Monsters
Vecna: Eve of Ruin
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
in his archlich form and not his divine form.Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksCold, Lightning, NecroticVile Teleport. Vecna teleports, along with any equipment he is
Backgrounds
Baldur’s Gate: Descent into Avernus
faiths, are relegated to the Outer City’s Twin Songs neighborhood — but new ones arrive constantly, carried by travelers and proselytizers from far-flung lands. A character with this
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric&mdash
Monsters
Quests from the Infinite Staircase
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
, ushering them safely to the nearest staircase. Such creatures descend at a rate of 60 feet per round and take no damage from falling. Aberrations, Fiends, Undead, and creatures that fall due to Nafas&rsquo
Monsters
Fizban's Treasury of Dragons
targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 28 (8d6);{"diceNotation":"8d6
gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon.
5
A topaz dragon is injured and stranded far
Monsters
Fizban's Treasury of Dragons
Actions). The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw or take 40 (9d8
Legends claim that a gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon.
5
A topaz dragon is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell
fails the save. Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction within the spell’s range. If the
Magic Items
The Wild Beyond the Witchlight
—eight of each animal. In either form, the cauldron is roughly 3 feet in diameter and has a 2-foot-wide mouth, a round lid with a molded handle at the top, and eight clawed feet for stability. The
, attack rolls, and saving throws. The creature will reach the end of its natural life span in 3d8 days. Only a wish spell or divine intervention can reverse this aging effect on the creature.
Three hags
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell
fails the save. Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction within the spell’s range. If the






