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Returning 35 results for 'behalf being diffusing centered resolve'.
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Monsters
Monster Manual
. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can
has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treasure. If dao are there, so is wealth worth hunting.
—Gundren Rockseeker, Dwarf Treasure Hunter
Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move
of knowing the Wish spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treasure. If dao are there, so is wealth worth hunting.
—Gundren Rockseeker, Dwarf Treasure Hunter
Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move
of knowing the Wish spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treasure. If dao are there, so is wealth worth hunting.
—Gundren Rockseeker, Dwarf Treasure Hunter
Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move
of knowing the Wish spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
but can’t pass through its surface, nor can the characters pass through the mirror or target Rigorath with spells or attacks. Rigorath tries to broker an infernal pact with the characters on behalf of
seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 (10d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts
point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni’s Concentration on it ends. The djinni can
Compendium
- Sources->Dungeons & Dragons->Monster Manual
chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts
point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni’s Concentration on it ends. The djinni can
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
but can’t pass through its surface, nor can the characters pass through the mirror or target Rigorath with spells or attacks. Rigorath tries to broker an infernal pact with the characters on behalf of
seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 (10d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
but can’t pass through its surface, nor can the characters pass through the mirror or target Rigorath with spells or attacks. Rigorath tries to broker an infernal pact with the characters on behalf of
seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 (10d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts
point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni’s Concentration on it ends. The djinni can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
, they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM, lead by example. Take your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
, they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM, lead by example. Take your
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
least one member of the adventuring party is a champion of the god in question, these ideas might serve as adventure seeds. Completing a Quest. When a champion undertakes a quest on a god’s behalf, the
and events that could drive a campaign focused on the champions or agenda of that god. Typically, in a campaign centered on a god, one or more of the player characters are champions of that god, so it’s natural—and perhaps even necessary—for them to become directly embroiled in how events unfold.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
, they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM, lead by example. Take your
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
least one member of the adventuring party is a champion of the god in question, these ideas might serve as adventure seeds. Completing a Quest. When a champion undertakes a quest on a god’s behalf, the
and events that could drive a campaign focused on the champions or agenda of that god. Typically, in a campaign centered on a god, one or more of the player characters are champions of that god, so it’s natural—and perhaps even necessary—for them to become directly embroiled in how events unfold.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
least one member of the adventuring party is a champion of the god in question, these ideas might serve as adventure seeds. Completing a Quest. When a champion undertakes a quest on a god’s behalf, the
and events that could drive a campaign focused on the champions or agenda of that god. Typically, in a campaign centered on a god, one or more of the player characters are champions of that god, so it’s natural—and perhaps even necessary—for them to become directly embroiled in how events unfold.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
comfortable using the signal, they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
comfortable using the signal, they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
comfortable using the signal, they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
material by providing a structured way to resolve a social interaction. Much of this structure will be invisible to your players in play and isn’t meant to be a substitute for roleplaying. 1. Starting
and violence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
material by providing a structured way to resolve a social interaction. Much of this structure will be invisible to your players in play and isn’t meant to be a substitute for roleplaying. 1. Starting
and violence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
material by providing a structured way to resolve a social interaction. Much of this structure will be invisible to your players in play and isn’t meant to be a substitute for roleplaying. 1. Starting
and violence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
in themselves. A map of Gorewood and an overview of the locations within this Abyssal realm appear later in this chapter. Depending on your players’ actions, the characters might resolve their final
tear apart the cocoon, ending the cocoon’s effect with a successful DC 23 Strength (Athletics) check. Insect Swarm. Aurnozci creates a 30-foot-radius sphere of stinging wasps centered on a point within
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
in themselves. A map of Gorewood and an overview of the locations within this Abyssal realm appear later in this chapter. Depending on your players’ actions, the characters might resolve their final
tear apart the cocoon, ending the cocoon’s effect with a successful DC 23 Strength (Athletics) check. Insect Swarm. Aurnozci creates a 30-foot-radius sphere of stinging wasps centered on a point within
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
in themselves. A map of Gorewood and an overview of the locations within this Abyssal realm appear later in this chapter. Depending on your players’ actions, the characters might resolve their final
tear apart the cocoon, ending the cocoon’s effect with a successful DC 23 Strength (Athletics) check. Insect Swarm. Aurnozci creates a 30-foot-radius sphere of stinging wasps centered on a point within
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf.
Ability checks
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf.
Ability checks
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Deepking. The lairds hold council to resolve disputes and discuss future plans. Each clan has its own holdings in Gracklstugh and specializes in a certain craft or service. Duergar Clans Smithing Clan
give him everything he desires. For now, his actions are limited by how little he cares about the duergar and how much the Keepers speak “on his behalf.” But he has begun taking an interest in the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Deepking. The lairds hold council to resolve disputes and discuss future plans. Each clan has its own holdings in Gracklstugh and specializes in a certain craft or service. Duergar Clans Smithing Clan
give him everything he desires. For now, his actions are limited by how little he cares about the duergar and how much the Keepers speak “on his behalf.” But he has begun taking an interest in the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Deepking. The lairds hold council to resolve disputes and discuss future plans. Each clan has its own holdings in Gracklstugh and specializes in a certain craft or service. Duergar Clans Smithing Clan
give him everything he desires. For now, his actions are limited by how little he cares about the duergar and how much the Keepers speak “on his behalf.” But he has begun taking an interest in the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf.
Ability checks






