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Returning 35 results for 'before burning divinity closed remain'.
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Spells
Player’s Handbook
You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension
, made of wood or stone (your choice).
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted
Magic Items
Dungeon Master’s Guide
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
Monsters
Forgotten Realms: Adventures in Faerûn
financial recompense. These cunning serial killers and mass murderers remain a step ahead of investigators, at least until the cultists’ zealous bloodlust overwhelms their senses.
Cultists
The
adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three. Each of the Dead Three has inspired wicked cults that
Portable Hole
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the
feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with
might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
Symbol
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book
, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place
magic-items
Dungeon Master’s Guide
unexpected. You can’t use this property again until 3 days have passed.
Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted traps. However, the Channel Divinity class feature and the remove curse spell can disarm a haunted trap. To use Channel Divinity to disarm a haunted trap, a character uses an action to present
former owner or singing a lullaby that soothes a restless spirit. Haunted traps disarmed in such ways typically remain disarmed for 24 hours.
Monsters
Curse of Strahd
","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses
close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dinev’s Rest Closed inn At the south end of town is Caer-Dineval’s inn, a drafty old building with boarded-up windows and a crooked weathervane shaped like a rearing dragon. The place has been out of
business for almost a year. Six duergar hide inside the ramshackle inn and remain out of sight until Xardorok’s chardalyn dragon attacks the town (see chapter 4).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or until you use this feature again. Channel Divinity: Invoke Duplicity Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create
within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Fight the Fire If the characters remain outside the tavern, they can put out the fire in the following ways: Bucket Brigade. A character can take the Influence action to rally other passersby and
Create or Destroy Water spell (cast using at least a level 3 spell slot) or a similar effect douses the flames. While the characters are doing this, other altruistic villagers rush into the burning tavern to rescue the trapped villagers.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
ready, nervously eyeing the gate and their stern captain.
The Trade Gate has been closed at the orders of Captain Oklid Narnhelm (neutral, human veteran). He’s on the scene with his eight Kalaman
appearance of other people. When large groups started showing up, Narnhelm closed the gate to prevent disguised enemies from slipping inside. A character can convince Narnhelm to open the gate through
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building, but
they could be extinguished easily. This act of burning the mill is a ruse. Mondath has been informed that heroes are aiding the town, and she wants to lure them into an ambush. More raiders — one
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
) or Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building
, but they could be extinguished easily. This act of burning the mill is a ruse. Mondath has been informed that heroes are aiding the town, and she wants to lure them into an ambush. More raiders—one
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Ravenloft trembles with fury, shaking dust from the ceiling of the vampire’s tomb. The shudders abate as Strahd’s burning hatred melts away, replaced at last with relief. The dark orbs of his eyes wither
and sink into his skull as his corpse deteriorates before you. In a matter of moments, only bones, dust, and noble garb remain. Strahd von Zarovich, the dark lord of Barovia, is dead and gone.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the
door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the unignorable, burning eye called Klorr. Thirteen stars orbit this sun-like sphere, one winking out every hour. Each time one of the stars dies, one of the domain’s ruined islands is drawn into Klorr
the hours until their end. Few know how they came to Klorr or when new islands are added to the cycle, only that the Mists closed in and doomed them. Amid the realm’s surreal skies float the ruins of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the
door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
burning with a mixture of dried offal and fungus.)
The shacks are made from rocks mortared with mud. The bullywugs found here are busy raising young, mending nets, cooking, or working on other domestic
necessities. They and the giant frogs are quick to respond to calls for aid from area 19. Harmless cave fish swim in the deep water around the island. The pool at the island’s center is closed off by
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
centuries. Though most inhabitants reside in the city or the surrounding hills, more stalwart folk brave the Burning Dunes, where kenku scavengers scour the ruins of old civilizations and rocs soar
over adobe settlements like massive vultures. Akharin Sangar has all but closed its gates to the rest of the world. Outsiders often surmise the city-state is full of zealots as severe as the city’s angel
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
freedom comes with a price; if you remain in one area for too long, the Mists find you and drain your life force. Roll on or choose an option from the Misty Travels table to determine how you developed
trait, you must know the name of the domain you have chosen as your destination, but you don’t need to have previously visited that land. This trait doesn’t allow you to bypass domain borders closed by a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the order of the cosmos, ensuring that all things remain in their proper place, knowing how easily the cosmic balance could be undone if she were not vigilant. On the heels of a near-catastrophic
their petty ambitions. Her peaceful mien falls away in the presence of such villains. In her rage, her red-glowing eyes come into view through the veil of her hair, and she wields burning strands of hair as a devastating weapon.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. No original locks remain operable, but the cultists secure some doors with a hasp-and-pin mechanism. A door closed in this way can be forced with a successful DC 15 Strength check. Light. The glow of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
closed. 6 1 killer whale The whale waits here for Nym. 7 1 roper The roper doesn’t leave this area under any circumstances. 8 1 killer whale The whale waits here for Mirran. 10 1 storm giant The giant
giants protect Nym and Mirran, who retreat to areas 6 and area 30, respectively, if seriously threatened. The crab and the other giants remain here. 15 Serissa, Uthor, Iymrith, 2 hill giants Uthor
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ritual room gateway closed only a few hours after the fanatics passed through it. The three Far Realm rifts remain open. In each rift, energy has concentrated around the rune in the form of buds of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Returning to Kalaman As the characters near the gates of Kalaman, read the following text: A crowd mills at the gate ahead, dozens of commoners murmuring and excitedly looking past the closed
city. Castle Kalaman’s Visitors The gates of Castle Kalaman are closed when the characters arrive, but the guards recognize the characters and admit them. The guards confirm a contingent of knights is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to be working together.
2 Ephara attempts to strip Phenax of his “stolen” divinity, outraged by his influence over criminals.
3 A recent earthquake has changed the coastline, exposing a
new island with a verdant and lush landscape. Ephara and Nylea are locked in a battle for control over the island, with Nylea wanting it to remain wilderness and Ephara seeking to build a city on the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ward 9 Greater Restoration, Mass Cure Wounds Level 3: Preserve Life As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore
to restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
skeletons within animate. They remain shackled to the walls, but attack any character in the pit to hinder any attempt to escape from the flooding chamber. True Doorway The third pit contains an
actual door leading to area 18. Manipulating Time Having a mechanical guide spend 1 charge in this area opens one closed pit at random, or closes one pit at random if all the pits are open.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it
, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to
appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate






