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Returning 35 results for 'being base diffusing chance reclusive'.
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Spells
Player’s Handbook
Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave
lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of
Bag of Beans
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.
21-30
An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If
. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99
A pyramid with a 60-foot‐square base bursts upward. Inside is a sarcophagus containing a mummy
Control Water
Legacy
This doesn't reflect the latest rules and lore.
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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
. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
At the highest mountain peaks — far above the slopes where trees grow and where the air is thin and the frigid winds howl — dwell the reclusive goliaths. Few folk can claim to have seen a
little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can’t take care of themselves, though a sick or injured individual is treated, as a result of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reclusive and distrusting of non-elves. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper
. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reclusive and distrusting of non-elves. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper
. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reclusive and distrusting of non-elves. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper
. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reclusive and distrusting of non-elves. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper
. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reclusive and distrusting of non-elves. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper
. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reclusive and distrusting of non-elves. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper
. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price. Magic Item Base Prices Rarity
Base Price* Common 100 gp Uncommon 400 gp Rare 4,000 gp Very rare 40,000 gp Legendary 200,000 gp *Halved for a consumable item like a potion or scroll Magic Item Offer Check Total Offer 1–10 50% of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price. Magic Item Base Prices Rarity
Base Price* Common 100 gp Uncommon 400 gp Rare 4,000 gp Very rare 40,000 gp Legendary 200,000 gp *Halved for a consumable item like a potion or scroll Magic Item Offer Check Total Offer 1–10 50% of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price. Magic Item Base Prices Rarity
Base Price* Common 100 gp Uncommon 400 gp Rare 4,000 gp Very rare 40,000 gp Legendary 200,000 gp *Halved for a consumable item like a potion or scroll Magic Item Offer Check Total Offer 1–10 50% of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
distance. Once the characters get within 100 miles of the Purple Rocks, they have a base 10 percent chance per day of locating the Morkoth. This chance assumes that the characters are traveling in one
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
distance. Once the characters get within 100 miles of the Purple Rocks, they have a base 10 percent chance per day of locating the Morkoth. This chance assumes that the characters are traveling in one
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
distance. Once the characters get within 100 miles of the Purple Rocks, they have a base 10 percent chance per day of locating the Morkoth. This chance assumes that the characters are traveling in one
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Starting Point: Callestan The Sharn Watch won’t set foot in Callestan. Located at the base of Lower Dura, it’s been abandoned by the city above. Colors are faded, stones are cracked, and half the
buildings should be condemned. The closest thing this district has to law is the Boromar Clan… and now they’re being challenged by the monsters of Daask. Every day there’s the chance that a war will
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Starting Point: Callestan The Sharn Watch won’t set foot in Callestan. Located at the base of Lower Dura, it’s been abandoned by the city above. Colors are faded, stones are cracked, and half the
buildings should be condemned. The closest thing this district has to law is the Boromar Clan… and now they’re being challenged by the monsters of Daask. Every day there’s the chance that a war will
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Starting Point: Callestan The Sharn Watch won’t set foot in Callestan. Located at the base of Lower Dura, it’s been abandoned by the city above. Colors are faded, stones are cracked, and half the
buildings should be condemned. The closest thing this district has to law is the Boromar Clan… and now they’re being challenged by the monsters of Daask. Every day there’s the chance that a war will
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the tower, 75 feet above the tower base.
This tower is almost 100 feet high, but it is in shoddy repair. There are two entrances: a door at the base of the tower that cannot be opened (see below
), and a working door connected to a crumbling ice balcony 75 feet above the tower’s base. Sandesyl Morgia The tower is home to the vampire Sandesyl Morgia, a moon elf who joined the Cult of the Dragon
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
18. Crumbling Tower This tower is almost 100 feet high, but it is in shoddy repair. There are two entrances: a door at the base of the tower that cannot be opened (see below), and a working door
connected to a crumbling ice balcony 75 feet above the tower’s base. This ancient tower seems to be crumbling. The windows have been sealed shut with ice, and cracks have formed in the walls and roofcap
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
18. Crumbling Tower This tower is almost 100 feet high, but it is in shoddy repair. There are two entrances: a door at the base of the tower that cannot be opened (see below), and a working door
connected to a crumbling ice balcony 75 feet above the tower’s base. This ancient tower seems to be crumbling. The windows have been sealed shut with ice, and cracks have formed in the walls and roofcap
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the tower, 75 feet above the tower base.
This tower is almost 100 feet high, but it is in shoddy repair. There are two entrances: a door at the base of the tower that cannot be opened (see below
), and a working door connected to a crumbling ice balcony 75 feet above the tower’s base. Sandesyl Morgia The tower is home to the vampire Sandesyl Morgia, a moon elf who joined the Cult of the Dragon
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the tower, 75 feet above the tower base.
This tower is almost 100 feet high, but it is in shoddy repair. There are two entrances: a door at the base of the tower that cannot be opened (see below
), and a working door connected to a crumbling ice balcony 75 feet above the tower’s base. Sandesyl Morgia The tower is home to the vampire Sandesyl Morgia, a moon elf who joined the Cult of the Dragon
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
18. Crumbling Tower This tower is almost 100 feet high, but it is in shoddy repair. There are two entrances: a door at the base of the tower that cannot be opened (see below), and a working door
connected to a crumbling ice balcony 75 feet above the tower’s base. This ancient tower seems to be crumbling. The windows have been sealed shut with ice, and cracks have formed in the walls and roofcap
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Location Overview The caves of Gnomengarde are carved into the base of a mountain southeast of Phandalin, around a narrow waterfall. The rock gnome wizards who occupy these caves form strategic
alliances with their human and dwarf neighbors as needs warrant. Reclusive and secretive, the gnomes craft minor magic items and useful, nonmagical inventions to pass the time. In these endeavors, their
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Location Overview The caves of Gnomengarde are carved into the base of a mountain southeast of Phandalin, around a narrow waterfall. The rock gnome wizards who occupy these caves form strategic
alliances with their human and dwarf neighbors as needs warrant. Reclusive and secretive, the gnomes craft minor magic items and useful, nonmagical inventions to pass the time. In these endeavors, their
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Location Overview The caves of Gnomengarde are carved into the base of a mountain southeast of Phandalin, around a narrow waterfall. The rock gnome wizards who occupy these caves form strategic
alliances with their human and dwarf neighbors as needs warrant. Reclusive and secretive, the gnomes craft minor magic items and useful, nonmagical inventions to pass the time. In these endeavors, their
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Location Overview The reclusive anchorites of the Circle of Thunder gather on this hill to make sacrifices to Talos the storm god. In stormy weather, the anchorites also perform rituals to summon
its path.
C: Cell. The gate to this cell is lashed shut with rope. The cell is used to hold animals doomed to be sacrificed in rituals to Talos. There’s a 25 percent chance that a harmless deer is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
order from home plate to first base, first base to second base, and second base back to home plate. The game has the following rules. Setup The offensive team rolls initiative to determine the
batter makes a DC 20 Strength (Athletics) check. On a successful check, the batter hits the ball with their implement and sends it flying into the field, and the batter attempts to move to first base
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Location Overview The reclusive anchorites of the Circle of Thunder gather on this hill to make sacrifices to Talos the storm god. In stormy weather, the anchorites also perform rituals to summon
its path.
C: Cell. The gate to this cell is lashed shut with rope. The cell is used to hold animals doomed to be sacrificed in rituals to Talos. There’s a 25 percent chance that a harmless deer is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For
require food, drink, or sleep. VARIANT: MEPHIT SUMMONING
Some mephits can have an action option that allows them to summon other mephits.
Summon Mephits (1/Day). The mephit has a 25 percent chance of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
order from home plate to first base, first base to second base, and second base back to home plate. The game has the following rules. Setup The offensive team rolls initiative to determine the
batter makes a DC 20 Strength (Athletics) check. On a successful check, the batter hits the ball with their implement and sends it flying into the field, and the batter attempts to move to first base
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
order from home plate to first base, first base to second base, and second base back to home plate. The game has the following rules. Setup The offensive team rolls initiative to determine the
batter makes a DC 20 Strength (Athletics) check. On a successful check, the batter hits the ball with their implement and sends it flying into the field, and the batter attempts to move to first base
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For
require food, drink, or sleep. VARIANT: MEPHIT SUMMONING
Some mephits can have an action option that allows them to summon other mephits.
Summon Mephits (1/Day). The mephit has a 25 percent chance of






