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Returning 35 results for 'beyond both diffusing conjured relished'.
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Spells
Lost Laboratory of Kwalish
room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the
configuration every day for one year.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
Backgrounds
Sword Coast Adventurer's Guide
Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and lived with laughter, quests should be taken on a dare, impossible dreams should be pursued for the sheer wonder of
. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they’ve begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and
Magic Items
Tasha’s Cauldron of Everything
conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control.
Extraplanar Reversal
d100
Effect
1–25
A portal to
sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god’s tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.
Bard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song
beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and
begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and honest.
Knights of the Silver Chalice. The Knights of the Silver Chalice was formed by
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and
begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and honest.
Knights of the Silver Chalice. The Knights of the Silver Chalice was formed by
Compendium
- Sources->Dungeons & Dragons->Monster Manual
objects have value beyond kindling or that creatures can be harmed by flames. If such concepts are explained to them, they find the ideas difficult to grasp and don’t remember them for long. Rather
destroyed, their flames igniting combustible materials nearby. Magmins might be conjured by magic-users to harry foes or might escape the Elemental Plane of Fire through portals or rifts that lead to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and
begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and honest.
Knights of the Silver Chalice. The Knights of the Silver Chalice was formed by
Compendium
- Sources->Dungeons & Dragons->Monster Manual
objects have value beyond kindling or that creatures can be harmed by flames. If such concepts are explained to them, they find the ideas difficult to grasp and don’t remember them for long. Rather
destroyed, their flames igniting combustible materials nearby. Magmins might be conjured by magic-users to harry foes or might escape the Elemental Plane of Fire through portals or rifts that lead to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
objects have value beyond kindling or that creatures can be harmed by flames. If such concepts are explained to them, they find the ideas difficult to grasp and don’t remember them for long. Rather
destroyed, their flames igniting combustible materials nearby. Magmins might be conjured by magic-users to harry foes or might escape the Elemental Plane of Fire through portals or rifts that lead to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can flow beyond the confines of the hallways. The water also does not enter either of the hidden alcoves (area 31A), so creatures there are safe from the waves’ effect. The water conjured by the curtain leaks out of the hall through tiny cracks in the floor, leaving puddles behind.
-foot-high crawlway in the east wall is flush with the floor. At the far end of the hall, a rippling, transparent curtain of water fills a stone archway. Beyond the curtain, you see another hallway
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can flow beyond the confines of the hallways. The water also does not enter either of the hidden alcoves (area 31A), so creatures there are safe from the waves’ effect. The water conjured by the curtain leaks out of the hall through tiny cracks in the floor, leaving puddles behind.
-foot-high crawlway in the east wall is flush with the floor. At the far end of the hall, a rippling, transparent curtain of water fills a stone archway. Beyond the curtain, you see another hallway
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can flow beyond the confines of the hallways. The water also does not enter either of the hidden alcoves (area 31A), so creatures there are safe from the waves’ effect. The water conjured by the curtain leaks out of the hall through tiny cracks in the floor, leaving puddles behind.
-foot-high crawlway in the east wall is flush with the floor. At the far end of the hall, a rippling, transparent curtain of water fills a stone archway. Beyond the curtain, you see another hallway
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(-2)
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages telepathy 60 ft.
Challenge Rating 2 (450 XP
nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(-2)
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages telepathy 60 ft.
Challenge Rating 2 (450 XP
nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(-2)
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages telepathy 60 ft.
Challenge Rating 2 (450 XP
nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are
compendium
- Sources->Dungeons & Dragons->The Pugilist Class
Hand of Dread Dabble With Dread Powers In your darkest hour, you pleaded for the strength to take what you wanted from the world and a dread power took notice. At first, you may have relished the
royalty, ancient liches, and unfathomable intelligences from beyond space and time are all possibilities.
Level 6: Deal with the Devil You gain one of the following options of your choice. Whenever you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Reversal table. Any creatures conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control. Extraplanar Reversal d100 Effect 1–25 A
spirit of his first worshiper who sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god’s tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
react as the city fell. Iriolarthas conjured a doorway to a magical demiplane and stepped through it just in time. As Ythryn settled into its icy grave, all magic in the city became undone for a brief
birth at −3859 DR.
The Netherese legacy began with the discovery of the Nether Scrolls. These long, golden scrolls taught Netherese arcanists how to wield magic beyond their wildest fantasies. It took
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Reversal table. Any creatures conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control. Extraplanar Reversal d100 Effect 1–25 A
spirit of his first worshiper who sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god’s tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
react as the city fell. Iriolarthas conjured a doorway to a magical demiplane and stepped through it just in time. As Ythryn settled into its icy grave, all magic in the city became undone for a brief
birth at −3859 DR.
The Netherese legacy began with the discovery of the Nether Scrolls. These long, golden scrolls taught Netherese arcanists how to wield magic beyond their wildest fantasies. It took
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Reversal table. Any creatures conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control. Extraplanar Reversal d100 Effect 1–25 A
spirit of his first worshiper who sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god’s tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
react as the city fell. Iriolarthas conjured a doorway to a magical demiplane and stepped through it just in time. As Ythryn settled into its icy grave, all magic in the city became undone for a brief
birth at −3859 DR.
The Netherese legacy began with the discovery of the Nether Scrolls. These long, golden scrolls taught Netherese arcanists how to wield magic beyond their wildest fantasies. It took
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Moonstalkers guild, Augustus relished his new life of crime. But over time, his passion has faded. The riches they gathered mean nothing to him now. The violence grates on him, and he no longer empathizes with
. Expanding the guild’s activities beyond thievery was Delour’s idea. He studies other criminal syndicates and their methods of getting rich. He considers protection rackets, smuggling, and arson to be
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Moonstalkers guild, Augustus relished his new life of crime. But over time, his passion has faded. The riches they gathered mean nothing to him now. The violence grates on him, and he no longer empathizes with
. Expanding the guild’s activities beyond thievery was Delour’s idea. He studies other criminal syndicates and their methods of getting rich. He considers protection rackets, smuggling, and arson to be
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Moonstalkers guild, Augustus relished his new life of crime. But over time, his passion has faded. The riches they gathered mean nothing to him now. The violence grates on him, and he no longer empathizes with
. Expanding the guild’s activities beyond thievery was Delour’s idea. He studies other criminal syndicates and their methods of getting rich. He considers protection rackets, smuggling, and arson to be
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to advise and tutor them for long after the Descent. The Great Old One Beyond the planes known to great wizards and sages lies the Far Realm of the Great Old Ones, beings outside time, space, and
unbreakable leash forged by Gond and a glowing ward conjured by Mystra, for which the Chaos Hound bit off Tyr’s hand. Moander is a dark power of corruption and decay. Those touched by its influence
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to advise and tutor them for long after the Descent. The Great Old One Beyond the planes known to great wizards and sages lies the Far Realm of the Great Old Ones, beings outside time, space, and
unbreakable leash forged by Gond and a glowing ward conjured by Mystra, for which the Chaos Hound bit off Tyr’s hand. Moander is a dark power of corruption and decay. Those touched by its influence
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to advise and tutor them for long after the Descent. The Great Old One Beyond the planes known to great wizards and sages lies the Far Realm of the Great Old Ones, beings outside time, space, and
unbreakable leash forged by Gond and a glowing ward conjured by Mystra, for which the Chaos Hound bit off Tyr’s hand. Moander is a dark power of corruption and decay. Those touched by its influence
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
newly dug caverns. As the characters approach, they hear sounds of movement from the large cavern beyond. This is the nest of the aurumvorax pack, including five aurumvoraxes and an aurumvorax den
the chamber.
As in earlier encounters, the conjured aurumvoraxes fight to the death and vanish when reduced to 0 hit points. The bodies here are those of two of the missing miners. They both bear
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
newly dug caverns. As the characters approach, they hear sounds of movement from the large cavern beyond. This is the nest of the aurumvorax pack, including five aurumvoraxes and an aurumvorax den
the chamber.
As in earlier encounters, the conjured aurumvoraxes fight to the death and vanish when reduced to 0 hit points. The bodies here are those of two of the missing miners. They both bear
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
newly dug caverns. As the characters approach, they hear sounds of movement from the large cavern beyond. This is the nest of the aurumvorax pack, including five aurumvoraxes and an aurumvorax den
the chamber.
As in earlier encounters, the conjured aurumvoraxes fight to the death and vanish when reduced to 0 hit points. The bodies here are those of two of the missing miners. They both bear
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
+5 bonus to the attack roll and dealing 11 (2d10) slashing damage on a hit. Crushing Pillars (Initiative 10). Each creature in the 50-foot-long area beyond the first 80 feet of the hallway must make a
prone. Rune of Fear (Initiative 10). Each creature in the 30-foot-long area beyond the Crushing Pillars must make a DC 15 Wisdom saving throw. On a failed saving throw, the creature becomes frightened by
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
+5 bonus to the attack roll and dealing 11 (2d10) slashing damage on a hit. Crushing Pillars (Initiative 10). Each creature in the 50-foot-long area beyond the first 80 feet of the hallway must make a
prone. Rune of Fear (Initiative 10). Each creature in the 30-foot-long area beyond the Crushing Pillars must make a DC 15 Wisdom saving throw. On a failed saving throw, the creature becomes frightened by
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
+5 bonus to the attack roll and dealing 11 (2d10) slashing damage on a hit. Crushing Pillars (Initiative 10). Each creature in the 50-foot-long area beyond the first 80 feet of the hallway must make a
prone. Rune of Fear (Initiative 10). Each creature in the 30-foot-long area beyond the Crushing Pillars must make a DC 15 Wisdom saving throw. On a failed saving throw, the creature becomes frightened by






