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Returning 35 results for 'bit both destroy closing receive'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
suitable only to become nupperibos. These pitiful creatures shuffle across the landscape, driven to purposeful action only when the clouds of swarming vermin that surround them find them prey to destroy or
(see the Monster Manual), and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near.
A nupperibo knows nothing but the desire to destroy non-Fiends
Monsters
Mythic Odysseys of Theros
immortality that are too powerful to be known by those who lack the wisdom to use them properly. Those who approach a medusa with humility and worthy offerings might receive the creature's favor. The
medusa might propose a dangerous quest to fetch some rare ingredient or legendary relic, promising to reward success with a bit of Pharika's knowledge. This information might lead to a cure for a plague, an alchemical breakthrough, or a secret of the cosmos.
Spells
Xanathar's Guide to Everything
destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul
the soul and regain 2d8 hit points.
Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used
Monsters
Mordenkainen Presents: Monsters of the Multiverse
assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post
, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been fulfilled, Hutijin repays the interruption with death.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Acolyte
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you
is for the common people.
5
I will do anything to protect the temple where I served.
6
I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
Monsters
Quests from the Infinite Staircase
destroy Nafas is to take his place.
Nafas as a Patron
In addition to linking the adventures in this book, you can use Nafas as a group patron (detailed in Tasha’s Cauldron of Everything). In
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Backgrounds
Guildmasters’ Guide to Ravnica
guild.
5
I was a member of this guild before the Dimir recruited me.
6
I don’t like what this guild stands for and want to destroy it from within.
7
I secretly wish I could
met my guild contact, but I receive telepathic messages, usually in my dreams.
5
I’ve never met my guild contact, but I get coded messages from a pattern of street lights and graffiti
Backgrounds
Baldur’s Gate: Descent into Avernus
an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing
temple where I served.
6
I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
d6
Flaw
1
I judge others harshly, and myself even more
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action
Monsters
Fizban's Treasury of Dragons
following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
1/day each: bane, control water, create or destroy waterThe dragon can take 3
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
efreeti named Vrakir has the Book of Vile Darkness. We need you to steal this evil artifact so we can destroy it. This quest, should you choose to undertake it, requires you to infiltrate the fortress of
time is of the essence. Good luck, operatives.”
Closing the music box causes the golden key to vanish.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
efreeti named Vrakir has the Book of Vile Darkness. We need you to steal this evil artifact so we can destroy it. This quest, should you choose to undertake it, requires you to infiltrate the fortress of
time is of the essence. Good luck, operatives.”
Closing the music box causes the golden key to vanish.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
efreeti named Vrakir has the Book of Vile Darkness. We need you to steal this evil artifact so we can destroy it. This quest, should you choose to undertake it, requires you to infiltrate the fortress of
time is of the essence. Good luck, operatives.”
Closing the music box causes the golden key to vanish.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
letting the adventurers destroy Talis. If the characters slew Rezmir, the lodge’s relative lack of watchfulness is not surprising. If Rezmir survived the earlier chapter, the half-dragon meets with
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
letting the adventurers destroy Talis. If the characters slew Rezmir, the lodge’s relative lack of watchfulness is not surprising. If Rezmir survived the earlier chapter, the half-dragon meets with
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
letting the adventurers destroy Talis. If the characters slew Rezmir, the lodge’s relative lack of watchfulness is not surprising. If Rezmir survived the earlier chapter, the half-dragon meets with
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
letting the adventurers destroy Talis. If the characters slew Rezmir, the lodge’s relative lack of watchfulness is not surprising. If Rezmir survived the earlier chapter, the half-dragon meets with
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
letting the adventurers destroy Talis. If the characters slew Rezmir, the lodge’s relative lack of watchfulness is not surprising. If Rezmir survived the earlier chapter, the half-dragon meets with
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
letting the adventurers destroy Talis. If the characters slew Rezmir, the lodge’s relative lack of watchfulness is not surprising. If Rezmir survived the earlier chapter, the half-dragon meets with
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and immortality that are too powerful to be known by those who lack the wisdom to use them properly. Those who approach a medusa with humility and worthy offerings might receive the creature’s favor
. The medusa might propose a dangerous quest to fetch some rare ingredient or legendary relic, promising to reward success with a bit of Pharika’s knowledge. This information might lead to a cure for a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
love hearing stories and songs and sharing them with others to bring comfort and calm.
8 I have no patience for people who imagine their lives are the least bit important.
Brass Dragon Ideals
Age Spell Save DC Spells Known
Young 13 create or destroy water, speak with animals
Adult 16 create or destroy water, speak with animals, suggestion
Ancient 18 create or destroy water, locate creature, speak with animals, suggestion
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and immortality that are too powerful to be known by those who lack the wisdom to use them properly. Those who approach a medusa with humility and worthy offerings might receive the creature’s favor
. The medusa might propose a dangerous quest to fetch some rare ingredient or legendary relic, promising to reward success with a bit of Pharika’s knowledge. This information might lead to a cure for a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and immortality that are too powerful to be known by those who lack the wisdom to use them properly. Those who approach a medusa with humility and worthy offerings might receive the creature’s favor
. The medusa might propose a dangerous quest to fetch some rare ingredient or legendary relic, promising to reward success with a bit of Pharika’s knowledge. This information might lead to a cure for a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
love hearing stories and songs and sharing them with others to bring comfort and calm.
8 I have no patience for people who imagine their lives are the least bit important.
Brass Dragon Ideals
Age Spell Save DC Spells Known
Young 13 create or destroy water, speak with animals
Adult 16 create or destroy water, speak with animals, suggestion
Ancient 18 create or destroy water, locate creature, speak with animals, suggestion
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
love hearing stories and songs and sharing them with others to bring comfort and calm.
8 I have no patience for people who imagine their lives are the least bit important.
Brass Dragon Ideals
Age Spell Save DC Spells Known
Young 13 create or destroy water, speak with animals
Adult 16 create or destroy water, speak with animals, suggestion
Ancient 18 create or destroy water, locate creature, speak with animals, suggestion
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters’ Feywild excursion less dangerous, have them start at 3rd level instead. Advancement is handled the same way regardless. In this adventure, the characters receive experience points for
stasis or destroy Iggwilv’s Cauldron, everyone in the party receives enough XP to advance 1 level. If you follow this method of character advancement, characters who start the adventure at 1st level might reach 8th level by the adventure’s conclusion.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters’ Feywild excursion less dangerous, have them start at 3rd level instead. Advancement is handled the same way regardless. In this adventure, the characters receive experience points for
stasis or destroy Iggwilv’s Cauldron, everyone in the party receives enough XP to advance 1 level. If you follow this method of character advancement, characters who start the adventure at 1st level might reach 8th level by the adventure’s conclusion.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters’ Feywild excursion less dangerous, have them start at 3rd level instead. Advancement is handled the same way regardless. In this adventure, the characters receive experience points for
stasis or destroy Iggwilv’s Cauldron, everyone in the party receives enough XP to advance 1 level. If you follow this method of character advancement, characters who start the adventure at 1st level might reach 8th level by the adventure’s conclusion.