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Returning 35 results for 'being burning diffusing connected rites'.
Backgrounds
Baldur’s Gate: Descent into Avernus
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric&mdash
;performing sacred rites is not the same thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
.
5
There’s a lesser demon in the cult who thinks he owes me a favor, and who am I to argue?
6
The master of ceremonies in my troupe is well connected with other troupes.
7
I had
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
answer a burning question in their mind. Some scholars believe each arch marks a place of great magic, such as the site of a great mage’s birth or the location of a time-lost spell. Other folk believe
these arches are connected with the archaics in some way (see “Archaics and the Oracle” below). Some students have even seen an arch come to life with magic in an archaic’s presence. Both snarls and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
answer a burning question in their mind. Some scholars believe each arch marks a place of great magic, such as the site of a great mage’s birth or the location of a time-lost spell. Other folk believe
these arches are connected with the archaics in some way (see “Archaics and the Oracle” below). Some students have even seen an arch come to life with magic in an archaic’s presence. Both snarls and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
answer a burning question in their mind. Some scholars believe each arch marks a place of great magic, such as the site of a great mage’s birth or the location of a time-lost spell. Other folk believe
these arches are connected with the archaics in some way (see “Archaics and the Oracle” below). Some students have even seen an arch come to life with magic in an archaic’s presence. Both snarls and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
hands hold a massive burning brazier, illuminating the chamber with an eerie flickering glow. The brazier’s fire reflects brightly within the facets of the statue’s massive ruby eyes.
Statue of Moloch
a detect magic spell, a character discerns that the gem eyes are a focal point for the magic of the temple, and are magically connected to the various control panels making use of the missing
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
hands hold a massive burning brazier, illuminating the chamber with an eerie flickering glow. The brazier’s fire reflects brightly within the facets of the statue’s massive ruby eyes.
Statue of Moloch
a detect magic spell, a character discerns that the gem eyes are a focal point for the magic of the temple, and are magically connected to the various control panels making use of the missing
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
hands hold a massive burning brazier, illuminating the chamber with an eerie flickering glow. The brazier’s fire reflects brightly within the facets of the statue’s massive ruby eyes.
Statue of Moloch
a detect magic spell, a character discerns that the gem eyes are a focal point for the magic of the temple, and are magically connected to the various control panels making use of the missing
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls
against the evil god. Characters who cross the threshold appear in the unreality described in the “Torment of Kas” section. E2b. Hazy scenes of civil unrest—peasants rioting, buildings burning, and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls
against the evil god. Characters who cross the threshold appear in the unreality described in the “Torment of Kas” section. E2b. Hazy scenes of civil unrest—peasants rioting, buildings burning, and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls
against the evil god. Characters who cross the threshold appear in the unreality described in the “Torment of Kas” section. E2b. Hazy scenes of civil unrest—peasants rioting, buildings burning, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip When you choose this circle at 2nd level, you learn one
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. In the ancient past, bonesingers oversaw the final rites when great bakunawa died, then infused the creatures’ bones into the magical bridges that unite Dayawlongon as one land. During the days of
. Personal names are varied and often reflect a characteristic that a ninuno connected to an individual or their family found desirable. However, some personal names are relics of colonization and have
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and at work. Her followers generally pray at midday, with the sounds of the city forming an appropriate backdrop to their rites, as industry itself is sacred to Ephara. Many aspects of city life and
culture fall under Ephara’s influence. Scholarship is closely connected to Ephara, as is art—particularly poetry, sculpture, and architecture. Ephara is also highly concerned with civic wisdom and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and at work. Her followers generally pray at midday, with the sounds of the city forming an appropriate backdrop to their rites, as industry itself is sacred to Ephara. Many aspects of city life and
culture fall under Ephara’s influence. Scholarship is closely connected to Ephara, as is art—particularly poetry, sculpture, and architecture. Ephara is also highly concerned with civic wisdom and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. In the ancient past, bonesingers oversaw the final rites when great bakunawa died, then infused the creatures’ bones into the magical bridges that unite Dayawlongon as one land. During the days of
. Personal names are varied and often reflect a characteristic that a ninuno connected to an individual or their family found desirable. However, some personal names are relics of colonization and have
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and at work. Her followers generally pray at midday, with the sounds of the city forming an appropriate backdrop to their rites, as industry itself is sacred to Ephara. Many aspects of city life and
culture fall under Ephara’s influence. Scholarship is closely connected to Ephara, as is art—particularly poetry, sculpture, and architecture. Ephara is also highly concerned with civic wisdom and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
section presents the Circle of the Land subclass. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites
listed for your Druid level and lower prepared. Arid Land Druid Level Circle Spells 3 Blur, Burning Hands, Fire Bolt 5 Fireball 7 Blight 9 Wall of Stone Polar Land Druid Level Circle Spells 3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
section presents the Circle of the Land subclass. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites
listed for your Druid level and lower prepared. Arid Land Druid Level Circle Spells 3 Blur, Burning Hands, Fire Bolt 5 Fireball 7 Blight 9 Wall of Stone Polar Land Druid Level Circle Spells 3
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. In the ancient past, bonesingers oversaw the final rites when great bakunawa died, then infused the creatures’ bones into the magical bridges that unite Dayawlongon as one land. During the days of
. Personal names are varied and often reflect a characteristic that a ninuno connected to an individual or their family found desirable. However, some personal names are relics of colonization and have
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
section presents the Circle of the Land subclass. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites
listed for your Druid level and lower prepared. Arid Land Druid Level Circle Spells 3 Blur, Burning Hands, Fire Bolt 5 Fireball 7 Blight 9 Wall of Stone Polar Land Druid Level Circle Spells 3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Lost Halls These halls are connected by 5-foot-wide, tube-like passages of rough-hewn stone that slope up and down. Dust hangs in the air here. 36a. Gricks! Gricks. Two gricks in the middle of
care. Treasure. The stolen spellbook contains the following spells: blight, burning hands, comprehend languages, darkvision, dispel magic, false life, feign death, gust of wind, invisibility
Compendium
- Sources->Dungeons & Dragons->Divine Contention
from its mouth. The oil burns on the surface of the water for 1 minute. Creatures and objects that enter or start their turn in the burning oil take 18 (4d8) fire damage. I4. Icingdeath Captain’s
: Three brass cylindrical canisters, one at the middle of the cabin and two at either end, stand upright, connected to each other by long pipes which converge and exit to the aft of the ship.
Each 1
Compendium
- Sources->Dungeons & Dragons->Divine Contention
from its mouth. The oil burns on the surface of the water for 1 minute. Creatures and objects that enter or start their turn in the burning oil take 18 (4d8) fire damage. I4. Icingdeath Captain’s
: Three brass cylindrical canisters, one at the middle of the cabin and two at either end, stand upright, connected to each other by long pipes which converge and exit to the aft of the ship.
Each 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Lost Halls These halls are connected by 5-foot-wide, tube-like passages of rough-hewn stone that slope up and down. Dust hangs in the air here. 36a. Gricks! Gricks. Two gricks in the middle of
care. Treasure. The stolen spellbook contains the following spells: blight, burning hands, comprehend languages, darkvision, dispel magic, false life, feign death, gust of wind, invisibility
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Lost Halls These halls are connected by 5-foot-wide, tube-like passages of rough-hewn stone that slope up and down. Dust hangs in the air here. 36a. Gricks! Gricks. Two gricks in the middle of
care. Treasure. The stolen spellbook contains the following spells: blight, burning hands, comprehend languages, darkvision, dispel magic, false life, feign death, gust of wind, invisibility
Compendium
- Sources->Dungeons & Dragons->Divine Contention
from its mouth. The oil burns on the surface of the water for 1 minute. Creatures and objects that enter or start their turn in the burning oil take 18 (4d8) fire damage. I4. Icingdeath Captain’s
: Three brass cylindrical canisters, one at the middle of the cabin and two at either end, stand upright, connected to each other by long pipes which converge and exit to the aft of the ship.
Each 1
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Subrace Traits If your tiefling has a subrace, choose one of the following options — whichever one corresponds to the infernal being connected to the tiefling’s family. The traits of the chosen
subrace replace the tiefling’s Ability Score Increase and Infernal Legacy traits given in the Player’s Handbook. There is one exception: tieflings connected to Asmodeus. Those tieflings use the traits in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Subrace Traits If your tiefling has a subrace, choose one of the following options — whichever one corresponds to the infernal being connected to the tiefling’s family. The traits of the chosen
subrace replace the tiefling’s Ability Score Increase and Infernal Legacy traits given in the Player’s Handbook. There is one exception: tieflings connected to Asmodeus. Those tieflings use the traits in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Subrace Traits If your tiefling has a subrace, choose one of the following options — whichever one corresponds to the infernal being connected to the tiefling’s family. The traits of the chosen
subrace replace the tiefling’s Ability Score Increase and Infernal Legacy traits given in the Player’s Handbook. There is one exception: tieflings connected to Asmodeus. Those tieflings use the traits in






