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Returning 35 results for 'being benches diffusing centered revered'.
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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->Keys from the Golden Vault
building’s entrance is a double door carved to resemble interlocking hands, and centered above the doorway is a golden pick with a short handle.
Map 5.2 includes an inset map that shows the interior of
benches face the middle of the domed chamber, where every word spoken—even a whisper—can be heard throughout the space. Skulking in the dark corners of this room are two prisoners who escaped the custody of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
building’s entrance is a double door carved to resemble interlocking hands, and centered above the doorway is a golden pick with a short handle.
Map 5.2 includes an inset map that shows the interior of
benches face the middle of the domed chamber, where every word spoken—even a whisper—can be heard throughout the space. Skulking in the dark corners of this room are two prisoners who escaped the custody of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
building’s entrance is a double door carved to resemble interlocking hands, and centered above the doorway is a golden pick with a short handle.
Map 5.2 includes an inset map that shows the interior of
benches face the middle of the domed chamber, where every word spoken—even a whisper—can be heard throughout the space. Skulking in the dark corners of this room are two prisoners who escaped the custody of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
are centered on death and wealth. The characters could be asked to deal with undead, protect or steal a grave’s remains or treasure, or attend a funeral in the graveyard. Many graveyards have tunnels
level of the temple contains a chapel with benches and a raised dais, which holds an altar and a viewing table for bodies of the deceased. The other chambers of the temple’s first floor contain the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
are centered on death and wealth. The characters could be asked to deal with undead, protect or steal a grave’s remains or treasure, or attend a funeral in the graveyard. Many graveyards have tunnels
level of the temple contains a chapel with benches and a raised dais, which holds an altar and a viewing table for bodies of the deceased. The other chambers of the temple’s first floor contain the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
are centered on death and wealth. The characters could be asked to deal with undead, protect or steal a grave’s remains or treasure, or attend a funeral in the graveyard. Many graveyards have tunnels
level of the temple contains a chapel with benches and a raised dais, which holds an altar and a viewing table for bodies of the deceased. The other chambers of the temple’s first floor contain the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
day, the death knight can hurl a magical ball of fire that explodes at a point it can see within 240 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18
four javelins of lightning. D7. Oar Deck This gloomy oar deck looks like the belly of a whale, with gargantuan ribs sweeping from the walls to form rowing benches for the undead crew. The deck
Compendium
- Sources->Dungeons & Dragons->Divine Contention
day, the death knight can hurl a magical ball of fire that explodes at a point it can see within 240 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18
four javelins of lightning. D7. Oar Deck This gloomy oar deck looks like the belly of a whale, with gargantuan ribs sweeping from the walls to form rowing benches for the undead crew. The deck
Compendium
- Sources->Dungeons & Dragons->Divine Contention
day, the death knight can hurl a magical ball of fire that explodes at a point it can see within 240 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18
four javelins of lightning. D7. Oar Deck This gloomy oar deck looks like the belly of a whale, with gargantuan ribs sweeping from the walls to form rowing benches for the undead crew. The deck
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
planes. Some lesser deities live in the Material Plane, as does the unicorn-goddess Lurue of the Forgotten Realms and the titanic shark-god Sekolah revered by the sahuagin. Others live on the Outer
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
planes. Some lesser deities live in the Material Plane, as does the unicorn-goddess Lurue of the Forgotten Realms and the titanic shark-god Sekolah revered by the sahuagin. Others live on the Outer
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
planes. Some lesser deities live in the Material Plane, as does the unicorn-goddess Lurue of the Forgotten Realms and the titanic shark-god Sekolah revered by the sahuagin. Others live on the Outer
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of giant-sized furniture litter this place—the remnants of tables, benches, stools, and chairs. Soot-covered wall cressets hold burned-out torches. Three skeletons of frost giants are plainly visible
. 11. Great Cavern of the Jarl This is where all the special functions and feasts hosted by the jarl take place. Various tables and benches line the east and west walls, pushed out of the way for now
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of giant-sized furniture litter this place—the remnants of tables, benches, stools, and chairs. Soot-covered wall cressets hold burned-out torches. Three skeletons of frost giants are plainly visible
. 11. Great Cavern of the Jarl This is where all the special functions and feasts hosted by the jarl take place. Various tables and benches line the east and west walls, pushed out of the way for now
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of giant-sized furniture litter this place—the remnants of tables, benches, stools, and chairs. Soot-covered wall cressets hold burned-out torches. Three skeletons of frost giants are plainly visible
. 11. Great Cavern of the Jarl This is where all the special functions and feasts hosted by the jarl take place. Various tables and benches line the east and west walls, pushed out of the way for now
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, read the following: The interior of the shrine has the appearance of having been abandoned after some sort of terrible confrontation years ago. Broken benches with shredded cushions are overgrown by
their minions passes over it. When triggered, the glyph splashes acid in a 20-foot-radius sphere centered on it—big enough to splatter the whole room and the central staircase, top to bottom. This
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, read the following: The interior of the shrine has the appearance of having been abandoned after some sort of terrible confrontation years ago. Broken benches with shredded cushions are overgrown by
their minions passes over it. When triggered, the glyph splashes acid in a 20-foot-radius sphere centered on it—big enough to splatter the whole room and the central staircase, top to bottom. This
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, read the following: The interior of the shrine has the appearance of having been abandoned after some sort of terrible confrontation years ago. Broken benches with shredded cushions are overgrown by
their minions passes over it. When triggered, the glyph splashes acid in a 20-foot-radius sphere centered on it—big enough to splatter the whole room and the central staircase, top to bottom. This
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Frupy, a glyph of warding inside is triggered, producing a fireball spell centered on the chest (save DC 15). The strongbox itself holds nothing of value, but it has a trick panel in the side, which
benches sit in the center of the room. The table has several platters and flagons on it, along with a small cask of wine and a wheel of cheese covered with mold. Two wooden lockers are tucked under the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Frupy, a glyph of warding inside is triggered, producing a fireball spell centered on the chest (save DC 15). The strongbox itself holds nothing of value, but it has a trick panel in the side, which
benches sit in the center of the room. The table has several platters and flagons on it, along with a small cask of wine and a wheel of cheese covered with mold. Two wooden lockers are tucked under the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ceases to be an individual and becomes an object. Paradoxically, that object is revered as a holy embodiment of Grolantor’s eternal, aching hunger. Unlike a typical thick, sluggish, half-asleep hill
thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ceases to be an individual and becomes an object. Paradoxically, that object is revered as a holy embodiment of Grolantor’s eternal, aching hunger. Unlike a typical thick, sluggish, half-asleep hill
thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Frupy, a glyph of warding inside is triggered, producing a fireball spell centered on the chest (save DC 15). The strongbox itself holds nothing of value, but it has a trick panel in the side, which
benches sit in the center of the room. The table has several platters and flagons on it, along with a small cask of wine and a wheel of cheese covered with mold. Two wooden lockers are tucked under the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ceases to be an individual and becomes an object. Paradoxically, that object is revered as a holy embodiment of Grolantor’s eternal, aching hunger. Unlike a typical thick, sluggish, half-asleep hill
thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
was once the castle’s banquet hall, with a soaring ceiling twenty-five feet high. Two large wooden tables with plain benches stand in the middle of the room, and a brass brazier full of glowing coals
(Religion) check to identify the deities that were once revered here: Oghma (god of knowledge), Mystra (god of magic), Lathander (god of dawn), and Tymora (god of luck). Development. If combat erupts
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
was once the castle’s banquet hall, with a soaring ceiling twenty-five feet high. Two large wooden tables with plain benches stand in the middle of the room, and a brass brazier full of glowing coals
(Religion) check to identify the deities that were once revered here: Oghma (god of knowledge), Mystra (god of magic), Lathander (god of dawn), and Tymora (god of luck). Development. If combat erupts
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
feet high. Two large wooden tables with plain benches stand in the middle of the room, and a brass brazier full of glowing coals is tucked into one corner. Dirty dishes, half-full stewpots, moldy heels
, preferably in twos or threes. Any cleric who examines the chapel’s decor can attempt a DC 10 Intelligence (Religion) check to identify the deities that were once revered here: Oghma (god of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
feet high. Two large wooden tables with plain benches stand in the middle of the room, and a brass brazier full of glowing coals is tucked into one corner. Dirty dishes, half-full stewpots, moldy heels
, preferably in twos or threes. Any cleric who examines the chapel’s decor can attempt a DC 10 Intelligence (Religion) check to identify the deities that were once revered here: Oghma (god of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
was once the castle’s banquet hall, with a soaring ceiling twenty-five feet high. Two large wooden tables with plain benches stand in the middle of the room, and a brass brazier full of glowing coals
(Religion) check to identify the deities that were once revered here: Oghma (god of knowledge), Mystra (god of magic), Lathander (god of dawn), and Tymora (god of luck). Development. If combat erupts
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
feet high. Two large wooden tables with plain benches stand in the middle of the room, and a brass brazier full of glowing coals is tucked into one corner. Dirty dishes, half-full stewpots, moldy heels
, preferably in twos or threes. Any cleric who examines the chapel’s decor can attempt a DC 10 Intelligence (Religion) check to identify the deities that were once revered here: Oghma (god of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
trigger when the step is walked on. Creatures emulating Man and Crocodile don’t trigger the glyphs. Each triggered glyph releases a 20-foot-radius sphere of lightning centered on the step. Every
is an alchemy jug, placed here ages ago by Chultans who revered it as a gift from Ubtao. The only safe way to pick up the alchemy jug is to emulate Man and Crocodile. Either member of a rider/carrier






