Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'below being diffusing cracks range'.
Other Suggestions:
below being diffusing checks range
blows being diffusing cracks ranger
below being diffusing cracks ranger
blows being diffusing cracks rangers
below being diffusing crackles range
Monsters
Planescape: Adventures in the Multiverse
, range 90 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Flying Brick", "rollDamageType":"bludgeoning"} bludgeoning damage.
Grasping Ground (Recharge 6
. Where they travel, cracks in the mortar seal shut, stray bricks float back into place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the
Monsters
Strixhaven: A Curriculum of Chaos
use of Spellcasting.
Ink Lance. Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Ink Lance"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8
focus on words that find the tiniest, most invisible cracks in an opponent’s defenses and break them.
Silverquill Scholars
The scholars of Silverquill College study the power of magic shaped
Monsters
Strixhaven: A Curriculum of Chaos
", "rollType":"to hit", "rollAction":"Psychic Knife"} to hit, reach 5 ft. or range 30 ft., one creature. Hit: 21 (5d6 + 4);{"diceNotation":"5d6+4", "rollType":"damage", "rollAction":"Psychic Knife
for powerful but underperforming mages and students who have fallen through the cracks of the institution. The recruiters approach and befriend these individuals either as potential recruits to the
Monsters
Princes of the Apocalypse
’s turn. Yan-C-Bin regains spent legendary actions at the start of his turn.
Peal of Thunder. Yan-C-Bin unleashes a peal of thunder that can be heard out to a range of 300 feet. Each creature within
freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they
Species
Mordenkainen Presents: Monsters of the Multiverse
winds.
Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks
Monsters
Bigby Presents: Glory of the Giants
"} lightning damage.
Spit Hailstone. Ranged Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Spit Hailstone"} to hit, range 120 ft., one target. Hit: 32 (4d10 + 10
and has the stunned condition until the end of its next turn. On a successful save, the target takes half as much damage only.Booming Step. Immediately after taking damage, the cradle cracks with
Species
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes 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
Monsters
The Wild Beyond the Witchlight
Bavlorna can’t use her Bite attack on another target.
Withering Ray. Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"spell","rollAction":"Withering Ray"} to hit, range 60 ft., one
submerged. As the hours pass between each immersion, her movements become more ponderous and her skin audibly cracks as she moves.
Bavlorna lives like a hermit. She is frazzled, impatient, paranoid
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gaseous Form 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a bit of gauze and a wisp of smoke) Duration: Concentration, up to 1 hour You transform a willing
has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gaseous Form 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a bit of gauze and a wisp of smoke) Duration: Concentration, up to 1 hour You transform a willing
has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gaseous Form 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a bit of gauze and a wisp of smoke) Duration: Concentration, up to 1 hour You transform a willing
has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gaseous Form 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a bit of gauze and a wisp of smoke) Duration: Concentration, up to 1 hour You transform a willing
has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gaseous Form 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a bit of gauze and a wisp of smoke) Duration: Concentration, up to 1 hour You transform a willing
has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gaseous Form 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a bit of gauze and a wisp of smoke) Duration: Concentration, up to 1 hour You transform a willing
has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
connection to the winds. Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem
like cracks with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor. As an air genasi, you have the following traits. Creature
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers
or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke. As a fire genasi, you have the following traits. Creature Type. You are a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
connection to the winds. Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem
like cracks with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor. As an air genasi, you have the following traits. Creature
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
connection to the winds. Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem
like cracks with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor. As an air genasi, you have the following traits. Creature
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers
or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke. As a fire genasi, you have the following traits. Creature Type. You are a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers
or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke. As a fire genasi, you have the following traits. Creature Type. You are a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Dabus Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into
Attack: +5 to hit, range 90 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Grasping Ground (Recharge 6). The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Dabus Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into
Attack: +5 to hit, range 90 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Grasping Ground (Recharge 6). The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Dabus Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into
Attack: +5 to hit, range 90 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Grasping Ground (Recharge 6). The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Languages Common plus any two languages
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Ink Blade. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6
plus any two languages
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Ink Blade. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d8 + 3) piercing
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Languages Common plus any two languages
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Ink Blade. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6
plus any two languages
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Ink Blade. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d8 + 3) piercing
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Languages Common plus any two languages
Challenge 2 (450 XP) Proficiency Bonus +2
Actions
Ink Blade. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6
plus any two languages
Challenge 4 (1,100 XP) Proficiency Bonus +2
Actions
Ink Blade. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d8 + 3) piercing
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hours pass between each immersion, her movements become more ponderous and her skin audibly cracks as she moves. Bavlorna lives like a hermit. She is frazzled, impatient, paranoid, and vindictive
restrained, and Bavlorna can’t use her Bite attack on another target.
Withering Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Create Lornlings
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
see. Behind you is a range of formidable mountain peaks. As the remnant of the setting sun dips below the horizon, a rising full moon illuminates the darkening sky.
When one or more characters move to
characters have an opportunity to converse with the satyrs. If this happens, the characters learn the following information: Often over the past tenday, several cracks of thunder have sounded, even when
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hours pass between each immersion, her movements become more ponderous and her skin audibly cracks as she moves. Bavlorna lives like a hermit. She is frazzled, impatient, paranoid, and vindictive
restrained, and Bavlorna can’t use her Bite attack on another target.
Withering Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Create Lornlings
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
see. Behind you is a range of formidable mountain peaks. As the remnant of the setting sun dips below the horizon, a rising full moon illuminates the darkening sky.
When one or more characters move to
characters have an opportunity to converse with the satyrs. If this happens, the characters learn the following information: Often over the past tenday, several cracks of thunder have sounded, even when
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
students who have fallen through the cracks of the institution. The recruiters approach and befriend these individuals either as potential recruits to the Oriq or as assets who can help the Oriq
to hit, reach 5 ft. or range 30 ft., one creature. Hit: 21 (5d6 + 4) psychic damage.
Spellcasting. The recruiter casts one of the following spells, requiring no material components and using
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hours pass between each immersion, her movements become more ponderous and her skin audibly cracks as she moves. Bavlorna lives like a hermit. She is frazzled, impatient, paranoid, and vindictive
restrained, and Bavlorna can’t use her Bite attack on another target.
Withering Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Create Lornlings






