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Returning 19 results for 'being both diffusing centered recover'.
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Circle of Power
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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->D&D Beyond Basic Rules
of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature
choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature
choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature
choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if
Compendium
- Sources->Dungeons & Dragons->Monster Manual
.
5 Recover and destroy an evil Artifact.
6 Reveal the true name of a devil to banish it.
Carlo Arellano
Planetar Large Celestial (Angel), Lawful Good
AC 19 Initiative +10
) Radiant damage.
Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half
Compendium
- Sources->Dungeons & Dragons->Monster Manual
.
5 Recover and destroy an evil Artifact.
6 Reveal the true name of a devil to banish it.
Carlo Arellano
Planetar Large Celestial (Angel), Lawful Good
AC 19 Initiative +10
) Radiant damage.
Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half
Compendium
- Sources->Dungeons & Dragons->Monster Manual
.
5 Recover and destroy an evil Artifact.
6 Reveal the true name of a devil to banish it.
Carlo Arellano
Planetar Large Celestial (Angel), Lawful Good
AC 19 Initiative +10
) Radiant damage.
Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
course of 1d10 days, allowing plant life in the area to recover. Adult Lunar Dragon Huge Dragon, Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft
dragon regains spent legendary actions at the start of its turn.
Tail Attack. The dragon makes one Tail attack.
Treacherous Ice. Magical ice covers the ground in a 20-foot radius centered on a point
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
course of 1d10 days, allowing plant life in the area to recover. Adult Lunar Dragon Huge Dragon, Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft
dragon regains spent legendary actions at the start of its turn.
Tail Attack. The dragon makes one Tail attack.
Treacherous Ice. Magical ice covers the ground in a 20-foot radius centered on a point
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
course of 1d10 days, allowing plant life in the area to recover. Adult Lunar Dragon Huge Dragon, Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft
dragon regains spent legendary actions at the start of its turn.
Tail Attack. The dragon makes one Tail attack.
Treacherous Ice. Magical ice covers the ground in a 20-foot radius centered on a point
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage
, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage
, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage
, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, and a fire snake lurks inside one of these openings. It emerges if anyone pokes into or closely examines the holes. If the snake comes out, a character who reaches into the snake’s burrow can recover
centered on the book. The sphere spreads around corners. Each creature in the area must make a DC 12 Dexterity saving throw. A creature takes 22 (5d8) cold damage on a failed saving throw, or half as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, and a fire snake lurks inside one of these openings. It emerges if anyone pokes into or closely examines the holes. If the snake comes out, a character who reaches into the snake’s burrow can recover
centered on the book. The sphere spreads around corners. Each creature in the area must make a DC 12 Dexterity saving throw. A creature takes 22 (5d8) cold damage on a failed saving throw, or half as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, and a fire snake lurks inside one of these openings. It emerges if anyone pokes into or closely examines the holes. If the snake comes out, a character who reaches into the snake’s burrow can recover
centered on the book. The sphere spreads around corners. Each creature in the area must make a DC 12 Dexterity saving throw. A creature takes 22 (5d8) cold damage on a failed saving throw, or half as






