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Returning 14 results for 'being banish diffusing checks readies'.
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Monsters
Fizban's Treasury of Dragons
a row:
Banish into Dream. The dragon targets a creature it can see within 120 feet of it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw
images flit through the dragon’s lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following
Monsters
Fizban's Treasury of Dragons
ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Banish into Dream. The dragon targets a creature it can see within 120
succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round.
Regional Effects
The region surrounding a legendary moonstone dragon
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Banish into Dream. The dragon targets a creature it can see within 120 feet of
Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round. Regional Effects The region surrounding a legendary moonstone dragon’s lair is altered by
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Banish into Dream. The dragon targets a creature it can see within 120 feet of
Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round. Regional Effects The region surrounding a legendary moonstone dragon’s lair is altered by
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Banish into Dream. The dragon targets a creature it can see within 120 feet of
Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round. Regional Effects The region surrounding a legendary moonstone dragon’s lair is altered by
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
of your next turn, the creature has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration
(Intimidation or Persuasion) checks for 1 minute. In addition, for that duration, you can use this card to cast the Command spell (save DC 17) as an action. Once this property is used, it can’t be used again
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
of your next turn, the creature has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration
(Intimidation or Persuasion) checks for 1 minute. In addition, for that duration, you can use this card to cast the Command spell (save DC 17) as an action. Once this property is used, it can’t be used again
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
of your next turn, the creature has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration
(Intimidation or Persuasion) checks for 1 minute. In addition, for that duration, you can use this card to cast the Command spell (save DC 17) as an action. Once this property is used, it can’t be used again
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hit Points to a creature with a spell, you restore 12. Light Domain Bring Light to Banish Darkness The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who
willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. This blessing lasts until you finish a Long Rest or you use this feature again.
Level 3: Trickery Domain
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
corrupted these warriors over time, turning them into chardalyn berserkers. Their cruelty forced the king to banish them from the tribe. These outcasts have since begun raiding Bear Tribe camps for
) checks that rely on hearing or smell.
Actions
Multiattack. Isarr makes three melee attacks.
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, plus
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hit Points to a creature with a spell, you restore 12. Light Domain Bring Light to Banish Darkness The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who
willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. This blessing lasts until you finish a Long Rest or you use this feature again.
Level 3: Trickery Domain
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
corrupted these warriors over time, turning them into chardalyn berserkers. Their cruelty forced the king to banish them from the tribe. These outcasts have since begun raiding Bear Tribe camps for
) checks that rely on hearing or smell.
Actions
Multiattack. Isarr makes three melee attacks.
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, plus
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
corrupted these warriors over time, turning them into chardalyn berserkers. Their cruelty forced the king to banish them from the tribe. These outcasts have since begun raiding Bear Tribe camps for
) checks that rely on hearing or smell.
Actions
Multiattack. Isarr makes three melee attacks.
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, plus
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hit Points to a creature with a spell, you restore 12. Light Domain Bring Light to Banish Darkness The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who
willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. This blessing lasts until you finish a Long Rest or you use this feature again.
Level 3: Trickery Domain






