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Returning 35 results for 'berries being diffusing create resumes'.
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Spells
Player’s Handbook
instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
Monsters
Strixhaven: A Curriculum of Chaos
resumes her true form. During this movement, she can move through creatures and objects as if they were difficult terrain. If she moves through a creature, it must succeed on a DC 23 Constitution saving
. She hoped to create generations of stewards who would use her teachings to defend nature and help others. In keeping with the dichotomous nature of her philosophy and magic, she views the more
Control Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other
.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the
Backgrounds
Baldur’s Gate: Descent into Avernus
, and perhaps learn to create them.
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other
features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Baldur’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down
the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down
the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down
the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down
the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down
the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down
the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
College to pass on her understanding of the natural cycle. She hoped to create generations of stewards who would use her teachings to defend nature and help others. In keeping with the dichotomous nature
up to half her flying speed without provoking opportunity attacks, then resumes her true form. During this movement, she can move through creatures and objects as if they were difficult terrain. If
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
College to pass on her understanding of the natural cycle. She hoped to create generations of stewards who would use her teachings to defend nature and help others. In keeping with the dichotomous nature
up to half her flying speed without provoking opportunity attacks, then resumes her true form. During this movement, she can move through creatures and objects as if they were difficult terrain. If
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
College to pass on her understanding of the natural cycle. She hoped to create generations of stewards who would use her teachings to defend nature and help others. In keeping with the dichotomous nature
up to half her flying speed without provoking opportunity attacks, then resumes her true form. During this movement, she can move through creatures and objects as if they were difficult terrain. If
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, cushions, and piles of straw. Hanging from the six-foot-high ceiling by a rope is a basket that holds apples, berries, sugarcane, and a few crumpled-up sheets of parchment. In one corner, lying on a cushion
.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Boggle Oil (3 Applications). Squirt expends 1 application of boggle oil to create a 10-foot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
successful DC 15 Dexterity check, whereupon the music resumes playing. Zox plans to use the Simulacrux (see area 2a) to create enough scaladar to build new things and comfortably control what he now
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, cushions, and piles of straw. Hanging from the six-foot-high ceiling by a rope is a basket that holds apples, berries, sugarcane, and a few crumpled-up sheets of parchment. In one corner, lying on a cushion
.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Boggle Oil (3 Applications). Squirt expends 1 application of boggle oil to create a 10-foot
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, cushions, and piles of straw. Hanging from the six-foot-high ceiling by a rope is a basket that holds apples, berries, sugarcane, and a few crumpled-up sheets of parchment. In one corner, lying on a cushion
.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Boggle Oil (3 Applications). Squirt expends 1 application of boggle oil to create a 10-foot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
successful DC 15 Dexterity check, whereupon the music resumes playing. Zox plans to use the Simulacrux (see area 2a) to create enough scaladar to build new things and comfortably control what he now
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
successful DC 15 Dexterity check, whereupon the music resumes playing. Zox plans to use the Simulacrux (see area 2a) to create enough scaladar to build new things and comfortably control what he now
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
resumes if it has not expired or been removed. Can you use a Shield with Mage Armor? Mage Armor works with a Shield. Shields are grouped with armor in the equipment rules in the Player’s Handbook, but
to spells like Major Image and Mislead, which talk about moving. Could Minor Illusion create a fog cloud? If so, would shooting an arrow through it cancel the illusion? An illusory object made by Minor
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
resumes if it has not expired or been removed. Can you use a Shield with Mage Armor? Mage Armor works with a Shield. Shields are grouped with armor in the equipment rules in the Player’s Handbook, but
to spells like Major Image and Mislead, which talk about moving. Could Minor Illusion create a fog cloud? If so, would shooting an arrow through it cancel the illusion? An illusory object made by Minor
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
resumes if it has not expired or been removed. Can you use a Shield with Mage Armor? Mage Armor works with a Shield. Shields are grouped with armor in the equipment rules in the Player’s Handbook, but
to spells like Major Image and Mislead, which talk about moving. Could Minor Illusion create a fog cloud? If so, would shooting an arrow through it cancel the illusion? An illusory object made by Minor
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the island’s rocky hills. But that hillside has since been hewn away to create a passage rounding the corner of the hermitage.
The vines at the base of the bell tower (area 15) are four assassin
of the fortress once abutted the larger of the island’s rocky hills. But that hillside has since been hewn away to create a passage rounding the corner of the hermitage.
When the fortress was
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the island’s rocky hills. But that hillside has since been hewn away to create a passage rounding the corner of the hermitage.
The vines at the base of the bell tower (area 15) are four assassin
of the fortress once abutted the larger of the island’s rocky hills. But that hillside has since been hewn away to create a passage rounding the corner of the hermitage.
When the fortress was
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the island’s rocky hills. But that hillside has since been hewn away to create a passage rounding the corner of the hermitage.
The vines at the base of the bell tower (area 15) are four assassin
of the fortress once abutted the larger of the island’s rocky hills. But that hillside has since been hewn away to create a passage rounding the corner of the hermitage.
When the fortress was
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
wizard with Inured to Undeath spends Hit Dice to raise the hit point maximum of a homunculus created by the create homunculus spell, does it still decrease the wizard’s hit point maximum? Spending the
already on its target. When the spell ends, the target’s immunity goes away and the frightening effect resumes if it has not expired or been removed. Does the extra damage from hex only apply if there is
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
wizard with Inured to Undeath spends Hit Dice to raise the hit point maximum of a homunculus created by the create homunculus spell, does it still decrease the wizard’s hit point maximum? Spending the
already on its target. When the spell ends, the target’s immunity goes away and the frightening effect resumes if it has not expired or been removed. Does the extra damage from hex only apply if there is
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
wizard with Inured to Undeath spends Hit Dice to raise the hit point maximum of a homunculus created by the create homunculus spell, does it still decrease the wizard’s hit point maximum? Spending the
already on its target. When the spell ends, the target’s immunity goes away and the frightening effect resumes if it has not expired or been removed. Does the extra damage from hex only apply if there is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
harpsichord stops playing, the statues freeze in place until the music resumes. Characters who have seen Zybilna recognize her likeness in the statue on the dais. The remaining thirty-nine statues
, intelligence or wisdom? Are we at the mercy of fate, or do we create our own destiny? Which has more power, the sword or the quill? The door enthusiastically debates either side of each point. There are no






