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Returning 35 results for 'being breaks diffusing caster realms'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it
planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
Monsters
Planescape: Adventures in the Multiverse
while, baernaloths are disturbingly detached, observing their victims’ agony without emotion.A Baernaloth’s Lair
Whether in the hopeless realms of Hades or on the rare occasion they lurk
frightened condition, the spell fails and is wasted unless the caster succeeds on a DC 19 saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
existing realms. To do so would be to put one of the Five Nations above the others, and that would lead to breaks and fractures that would eventually destroy the kingdom. Thus, he established his seat of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
existing realms. To do so would be to put one of the Five Nations above the others, and that would lead to breaks and fractures that would eventually destroy the kingdom. Thus, he established his seat of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
existing realms. To do so would be to put one of the Five Nations above the others, and that would lead to breaks and fractures that would eventually destroy the kingdom. Thus, he established his seat of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In
not undeath), the caster doesn’t need material components to cast the spell on you. Fanatical Focus Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In
not undeath), the caster doesn’t need material components to cast the spell on you. Fanatical Focus Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
A Baernaloth’s Lair John Tedrick Whether in the hopeless realms of Hades or on the rare occasion they lurk on some other plane, baernaloths lair in remote mountain crags and secluded caves. Their
unless the caster succeeds on a DC 19 saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this regional effect for 24 hours. Slow Healing. Within
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
A Baernaloth’s Lair John Tedrick Whether in the hopeless realms of Hades or on the rare occasion they lurk on some other plane, baernaloths lair in remote mountain crags and secluded caves. Their
unless the caster succeeds on a DC 19 saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this regional effect for 24 hours. Slow Healing. Within
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
A Baernaloth’s Lair John Tedrick Whether in the hopeless realms of Hades or on the rare occasion they lurk on some other plane, baernaloths lair in remote mountain crags and secluded caves. Their
unless the caster succeeds on a DC 19 saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this regional effect for 24 hours. Slow Healing. Within
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In
not undeath), the caster doesn’t need material components to cast the spell on you. Fanatical Focus Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters
an understanding—learned or intuitive—of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters
an understanding—learned or intuitive—of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters
an understanding—learned or intuitive—of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the bridge known as Wyrm’s Crossing, then to distant realms beyond.
Dozens of Flaming Fist soldiers are trying to control an angry mob of commoners eager to leave the city. Armed with only a vague
description of Captain Zodge — a tall man with long black hair and a leather eye patch — it takes you a while to find him. A fight breaks out between soldiers and commoners, and you finally spot the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, which is made of thin zurkhwood that breaks when a creature weighing 50 pounds or more steps on it. (A character of reduced size might not weigh enough to break the lid.) The pit is 10 feet deep
creature to sprout a second head, and another that allows the grafting of a severed head onto a living creature. The notes fail to mention that the ritual’s caster must be suffering from some form of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, which is made of thin zurkhwood that breaks when a creature weighing 50 pounds or more steps on it. (A character of reduced size might not weigh enough to break the lid.) The pit is 10 feet deep
creature to sprout a second head, and another that allows the grafting of a severed head onto a living creature. The notes fail to mention that the ritual’s caster must be suffering from some form of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, which is made of thin zurkhwood that breaks when a creature weighing 50 pounds or more steps on it. (A character of reduced size might not weigh enough to break the lid.) The pit is 10 feet deep
creature to sprout a second head, and another that allows the grafting of a severed head onto a living creature. The notes fail to mention that the ritual’s caster must be suffering from some form of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the bridge known as Wyrm’s Crossing, then to distant realms beyond.
Dozens of Flaming Fist soldiers are trying to control an angry mob of commoners eager to leave the city. Armed with only a vague
description of Captain Zodge — a tall man with long black hair and a leather eye patch — it takes you a while to find him. A fight breaks out between soldiers and commoners, and you finally spot the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the bridge known as Wyrm’s Crossing, then to distant realms beyond.
Dozens of Flaming Fist soldiers are trying to control an angry mob of commoners eager to leave the city. Armed with only a vague
description of Captain Zodge — a tall man with long black hair and a leather eye patch — it takes you a while to find him. A fight breaks out between soldiers and commoners, and you finally spot the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Swirling smoke forms macabre shapes.
Omens of Heliod d8 d100 Omen of Heliod
1 21 A brilliant pattern appears around the sun.
2 22 A shaft of sunlight breaks through cloud
truthful reply to the caster’s questions. The reply takes the form of a simple “yes” or “no,” a cryptic rhyme, or an omen. It might be transmitted through a disembodied voice, a vision only the caster
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Holy Water. As an action, you can splash the contents of this flask
powdered silver, and requires the caster to expend a 1st-level spell slot. Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Swirling smoke forms macabre shapes.
Omens of Heliod d8 d100 Omen of Heliod
1 21 A brilliant pattern appears around the sun.
2 22 A shaft of sunlight breaks through cloud
truthful reply to the caster’s questions. The reply takes the form of a simple “yes” or “no,” a cryptic rhyme, or an omen. It might be transmitted through a disembodied voice, a vision only the caster
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the
matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out — or if she has a reason to remind her followers to fear her — Lolth’s lower
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the
matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out — or if she has a reason to remind her followers to fear her — Lolth’s lower
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the
matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out — or if she has a reason to remind her followers to fear her — Lolth’s lower
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Swirling smoke forms macabre shapes.
Omens of Heliod d8 d100 Omen of Heliod
1 21 A brilliant pattern appears around the sun.
2 22 A shaft of sunlight breaks through cloud
truthful reply to the caster’s questions. The reply takes the form of a simple “yes” or “no,” a cryptic rhyme, or an omen. It might be transmitted through a disembodied voice, a vision only the caster
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Holy Water. As an action, you can splash the contents of this flask
powdered silver, and requires the caster to expend a 1st-level spell slot. Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Holy Water. As an action, you can splash the contents of this flask
powdered silver, and requires the caster to expend a 1st-level spell slot. Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
as much. If combat breaks out, the deep gnomes fight defensively and attempt to defuse the situation. They try to incapacitate the characters rather than kill them, hoping to resume peaceful
adventure, but the expansive realms below and their subterranean threats could be crafted by the DM for future adventures.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
looking for a place to live in peace. 11 An enormous monster on display in a menagerie breaks free and goes on a rampage. 12 A coven of hags steals cherished memories from travelers. 13 A villain seeks
, possibly determining the fate of millions on the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
looking for a place to live in peace. 11 An enormous monster on display in a menagerie breaks free and goes on a rampage. 12 A coven of hags steals cherished memories from travelers. 13 A villain seeks
, possibly determining the fate of millions on the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
as much. If combat breaks out, the deep gnomes fight defensively and attempt to defuse the situation. They try to incapacitate the characters rather than kill them, hoping to resume peaceful
adventure, but the expansive realms below and their subterranean threats could be crafted by the DM for future adventures.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
as much. If combat breaks out, the deep gnomes fight defensively and attempt to defuse the situation. They try to incapacitate the characters rather than kill them, hoping to resume peaceful
adventure, but the expansive realms below and their subterranean threats could be crafted by the DM for future adventures.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
looking for a place to live in peace. 11 An enormous monster on display in a menagerie breaks free and goes on a rampage. 12 A coven of hags steals cherished memories from travelers. 13 A villain seeks
, possibly determining the fate of millions on the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight






