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Returning 35 results for 'being been diffusing creature ripples'.
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being being diffusing creature ripple
being been diffusing creature ripple
Spells
Player’s Handbook
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save
Spells
Player’s Handbook
Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage
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
creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or
Destructive Wave
Legacy
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Spells
Player’s Handbook (2014)
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder
damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Circle of Death
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a
spells
A pulse of energy ripples through the air at a point you choose within range, dealing minor damage over a wide area. Each creature within a 20-foot-radius Sphere centered on that point makes a
Constitution saving throw, taking 2d4 Force damage on a failed save and has the Deafened condition until the end of your next turn. On a successful save, a creature takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 1.
Monsters
Locathah Rising
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Umberlee's Wake"}. Power ripples out in a 60-foot radius sphere from a point within range (150 ft.) as the will of Umberlee affects all in her
watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more
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
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
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
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
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
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Monsters
Mythic Odysseys of Theros
. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7","rollType":"damage","rollAction
minute. Any creature that moves into the web or that starts its turn there must make a DC 21 Dexterity saving throw. On a failed save, the creature is restrained while in the web. A creature can use
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Destructive Wave Level 5 Evocation (Paladin) Casting Time: Action
Range: Self
Components: V
Duration: Instantaneous
Destructive energy ripples outward from you in a 30-foot Emanation. Each
creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Destructive Wave 5th-level evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Instantaneous You strike the ground, creating a burst of divine energy that ripples
outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Destructive Wave Level 5 Evocation (Paladin) Casting Time: Action
Range: Self
Components: V
Duration: Instantaneous
Destructive energy ripples outward from you in a 30-foot Emanation. Each
creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Destructive Wave Level 5 Evocation (Paladin) Casting Time: Action
Range: Self
Components: V
Duration: Instantaneous
Destructive energy ripples outward from you in a 30-foot Emanation. Each
creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: Instantaneous
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Instantaneous
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: Instantaneous
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Destructive Wave 5th-level evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Instantaneous You strike the ground, creating a burst of divine energy that ripples
outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Destructive Wave 5th-level evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Instantaneous You strike the ground, creating a burst of divine energy that ripples
outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Instantaneous
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: Instantaneous
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Instantaneous
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
: Emphasize Wrongness. Focus on the features that make the creature alien, inhuman, and out of place. The Whistling Fiend looks like a humanoid skeleton dripping its own gelatinous musculature. Its skull
curves to a point suggestive of a sickle. Engage All the Senses. Describe elements of the creature that are likely to provoke a visceral response, such as the smell of rot that its oily flesh exudes
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
: Emphasize Wrongness. Focus on the features that make the creature alien, inhuman, and out of place. The Whistling Fiend looks like a humanoid skeleton dripping its own gelatinous musculature. Its skull
curves to a point suggestive of a sickle. Engage All the Senses. Describe elements of the creature that are likely to provoke a visceral response, such as the smell of rot that its oily flesh exudes
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
: Emphasize Wrongness. Focus on the features that make the creature alien, inhuman, and out of place. The Whistling Fiend looks like a humanoid skeleton dripping its own gelatinous musculature. Its skull
curves to a point suggestive of a sickle. Engage All the Senses. Describe elements of the creature that are likely to provoke a visceral response, such as the smell of rot that its oily flesh exudes
Compendium
- Sources->Dungeons & Dragons->Stranger Things
patch or a shallow puddle, and occasionally ripples or bubbles. It’s actually an ochre jelly. If the characters don’t bother it, it won’t bother them. Area 6. This is where the troglodytes go to leave
here and sleeping. If the characters can sneak up on it, they can take the creature by surprise (see chapter 2 of the rulebook for how surprise works).
Compendium
- Sources->Dungeons & Dragons->Stranger Things
patch or a shallow puddle, and occasionally ripples or bubbles. It’s actually an ochre jelly. If the characters don’t bother it, it won’t bother them. Area 6. This is where the troglodytes go to leave
here and sleeping. If the characters can sneak up on it, they can take the creature by surprise (see chapter 2 of the rulebook for how surprise works).
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
two hands. If Gar scores a critical hit with this weapon, the target takes extra necrotic damage equal to half its hit point maximum.
Umberlee’s Wake (Recharge 5–6). Power ripples out in a 60-foot
radius sphere from a point within range (150 ft.) as the will of Umberlee affects all in her watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed






