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Returning 35 results for 'before being diffusing cleared range'.
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Spells
Elemental Evil Player's Companion
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked
prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels
Monsters
Mordenkainen's Fiendish Folio Volume 1
corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire
travelers prize accurate charts illustrating the movements of these flocks, since trailing a day behind them all but guarantees that the dire corbies will have cleared out many monsters and other threats
Spells
Elemental Evil Player's Companion
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving
throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
10 ft. or range 30/120 ft., one target. Hit: 15 (2d6 + 8);{"diceNotation":"2d6+8","rollType":"damage","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage plus 36 (8d8);{"diceNotation
;t be cleared away.
If Zariel dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Necrotic, PoisonCold, Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Spells
Elemental Evil Player's Companion
You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The
reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes 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 creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes 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 creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes 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 creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earth Tremor 1st-level evocation Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous You cause a tremor in the ground in a 10-foot radius. Each creature other
becomes difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earth Tremor 1st-level evocation Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous You cause a tremor in the ground in a 10-foot radius. Each creature other
becomes difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earth Tremor 1st-level evocation Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous You cause a tremor in the ground in a 10-foot radius. Each creature other
becomes difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Erupting Earth 3rd-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a piece of obsidian) Duration: Instantaneous Choose a point you can see on the ground within range
failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Erupting Earth 3rd-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a piece of obsidian) Duration: Instantaneous Choose a point you can see on the ground within range
failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Erupting Earth 3rd-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a piece of obsidian) Duration: Instantaneous Choose a point you can see on the ground within range
failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Erupting Earth 3rd-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a piece of obsidian) Duration: Instantaneous Choose a point you can see on the ground within range
failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Earth Tremor 1st-level evocation Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous You cause a tremor in the ground within range. Each creature other than you in that
until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Earth Tremor 1st-level evocation Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous You cause a tremor in the ground within range. Each creature other than you in that
until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Erupting Earth 3rd-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a piece of obsidian) Duration: Instantaneous Choose a point you can see on the ground within range
failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Erupting Earth 3rd-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a piece of obsidian) Duration: Instantaneous Choose a point you can see on the ground within range
failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Earth Tremor 1st-level evocation Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous You cause a tremor in the ground within range. Each creature other than you in that
until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Bones of the Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You cause up to six pillars of stone to burst from places on the ground that
you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Bones of the Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You cause up to six pillars of stone to burst from places on the ground that
you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Bones of the Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You cause up to six pillars of stone to burst from places on the ground that
you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Bones of the Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You cause up to six pillars of stone to burst from places on the ground that
you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Bones of the Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You cause up to six pillars of stone to burst from places on the ground that
you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Bones of the Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You cause up to six pillars of stone to burst from places on the ground that
you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Dire Corby Heralded by the ominous, deep rumbling of their strange song, great packs of dire corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things
but guarantees that the dire corbies will have cleared out many monsters and other threats. Horrid Songs. The denizens of the Underdark hear an approaching flock of dire corbies long before it comes
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Dire Corby Heralded by the ominous, deep rumbling of their strange song, great packs of dire corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things
but guarantees that the dire corbies will have cleared out many monsters and other threats. Horrid Songs. The denizens of the Underdark hear an approaching flock of dire corbies long before it comes
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Dire Corby Heralded by the ominous, deep rumbling of their strange song, great packs of dire corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things
but guarantees that the dire corbies will have cleared out many monsters and other threats. Horrid Songs. The denizens of the Underdark hear an approaching flock of dire corbies long before it comes
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
infiltrating the temples. Each cult’s monstrous allies rarely challenge a group of cultists that proceeds with confidence. Human members of the cult have a good chance to spot impostors at close range, but
camp in a cleared Haunted Keep. The elemental prophets divine the characters’ location and send forces to harass the party. Small bands of cult raiders and mercenaries roam the Sumber Hills, so it’s a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
infiltrating the temples. Each cult’s monstrous allies rarely challenge a group of cultists that proceeds with confidence. Human members of the cult have a good chance to spot impostors at close range, but
camp in a cleared Haunted Keep. The elemental prophets divine the characters’ location and send forces to harass the party. Small bands of cult raiders and mercenaries roam the Sumber Hills, so it’s a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
infiltrating the temples. Each cult’s monstrous allies rarely challenge a group of cultists that proceeds with confidence. Human members of the cult have a good chance to spot impostors at close range, but
camp in a cleared Haunted Keep. The elemental prophets divine the characters’ location and send forces to harass the party. Small bands of cult raiders and mercenaries roam the Sumber Hills, so it’s a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sand and clay behind them, and floors covered with sandstone tiles. Rough-hewn areas were excavated by the dragon from clay and sand, and have ceilings that range in height from 20 to 30 feet. In her
dealing 10 damage or more to the ceiling with a single attack or spell effect. The collapse renders the passage impassable until the sand and stone are cleared away, which requires 250 hours of work
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sand and clay behind them, and floors covered with sandstone tiles. Rough-hewn areas were excavated by the dragon from clay and sand, and have ceilings that range in height from 20 to 30 feet. In her
dealing 10 damage or more to the ceiling with a single attack or spell effect. The collapse renders the passage impassable until the sand and stone are cleared away, which requires 250 hours of work
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sand and clay behind them, and floors covered with sandstone tiles. Rough-hewn areas were excavated by the dragon from clay and sand, and have ceilings that range in height from 20 to 30 feet. In her
dealing 10 damage or more to the ceiling with a single attack or spell effect. The collapse renders the passage impassable until the sand and stone are cleared away, which requires 250 hours of work






