Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blast bad diffusing calm realms'.
Other Suggestions:
beast bad diffusing cast real
beast bad diffusing cast recalls
beast bad diffusing cast realm
beast bad diffusing call realms
black bad diffusing call realms
Classes
Tasha’s Cauldron of Everything
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight
Arrah
Eberron
Helm
Forgotten Realms
Ilmater
Forgotten Realms
Mishakal
Dragonlance
Selûne
Forgotten Realms
Yondalla
Halfling
Classes
Tasha’s Cauldron of Everything
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight
Arrah
Eberron
Helm
Forgotten Realms
Ilmater
Forgotten Realms
Mishakal
Dragonlance
Selûne
Forgotten Realms
Yondalla
Halfling
Spells
Elemental Evil Player's Companion
the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that
.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have
Monsters
Van Richten’s Guide to Ravenloft
":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex
Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Van Richten’s Guide to Ravenloft
Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Van Richten’s Guide to Ravenloft
":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in
a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic
Monsters
Van Richten’s Guide to Ravenloft
its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must
make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as
Backgrounds
Guildmasters’ Guide to Ravnica
messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
.
3
I enjoy comfort and quiet, and prefer to avoid extra effort.
4
I have a fierce temper that doesn’t reflect the inner calm I seek.
5
I’m convinced that everyone else in the
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
always have a plan for what to do when things go wrong.
2
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3
The first thing I do in a
.
4
I have a “tell” that reveals when I’m lying.
5
I turn tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
. The eldest acts as leader with the support of a shaman.
AARAKOCRA IN THE FORGOTTEN REALMS
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts
Backgrounds
Sword Coast Adventurer's Guide
your reputation for being dependable.
Criminal
d8
Personality Trait
1
I always have a plan for what to do when things go wrong.
2
I am always calm, no matter what the
things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki-rins that serve good deities go wherever they
Backgrounds
Baldur’s Gate: Descent into Avernus
among thieves, but criminals rarely show any respect for law or authority.
d8
Personality Trait
1
I always have a plan for what to do when things go wrong.
2
I am always calm, no
tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. A foul haze perpetually shrouds the skies. Ambient light swells above the horizon in a grim mockery of a sunset, but the sky is bereft of celestial bodies. Searing gusts of wind blast across the
and destruction. Queen of Dragons. Tiamat is the five-headed progenitor of the chromatic dragons in some realms and embodies the vices of evil dragonkind. Her lair is located in Avernus, connected to numerous monuments and temples scattered across the hellscape.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, green, gray, and death slaadi requires a successful DC 12 Intelligence (Arcana) check. Defusing Slaad Confrontations. Writing short essays about commonly accepted ways to keep slaadi calm during
fireballs and magical flames at its foes.
Death slaadi are rumored to have a stench so bad it can be deadly. In reality, they can cast the cloudkill spell.
Inexperienced scholars and adventurers
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Arrival The undead galleon is surrounded by a 500-foot-radius fogbank at the eye of the storm. Entering this area, the wind drops to a dead calm and vision is restricted to just 10 feet. Ships that
attack is designed to strike terror into its enemies: first by striking their main deck with a blast from its Hellfire Orb, and then by ramming into their flank so to the dreadnaught’s skeletal figurehead
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
for the group’s travels, and preserving the Vistani way of life. The Vistani have the power—some say gift—to travel through the mists that lead to forlorn realms within the Shadowfell known as the
believe that ravens carry lost souls within them. Hence, killing a raven is considered bad luck in Vistani culture.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. We’ve visited Waterdeep before, but not like this. Clever heroes will respect the city’s rules. Those who get on the city’s bad side are in for a rough time, as the City of Splendors is home to some of
the most powerful figures in the Forgotten Realms.
Charlie Sanders, a lifelong D&D player, brought his experience writing for television to the project by helping flesh out the story bible months
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
refers to your level in this class. Agonizing Blast Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. Armor of Shadows You
blast cantrip When you cast eldritch blast, its range is 300 feet. Eyes of the Rune Keeper You can read all writing. Fiendish Vigor You can cast false life on yourself at will as a 1st-level spell
Compendium
- Sources->Dungeons & Dragons->Monster Manual
(2d8 + 7) Piercing damage plus 14 (4d6) Fire damage. Hit or Miss: The trident magically returns to the salamander’s hand immediately after a ranged attack.
Inferno Blast (Recharge 5–6). Dexterity
from other realms. For them, every stranger is a potential addition to their fiery artistry. Don’t fall for their flattery, no matter how beautifully they say you’ll burn.
—Filiag Highthumbs,
Planes and Travel
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers
the Hex Blast table replace that action in the stat block. If the results of multiple tables conflict, chose your preferred result. The results of these tables are meant to be broad, so feel free to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Unicorn Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight. They allow good-hearted creatures to enter their
1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Underwater Adventures With vast triton realms hidden beneath the waves and legendary ruins drowned in the deep, endless potential for adventure lies under the sea. Characters interested in exploring
first dolphin.
2 Recover the treasure of a hero long ago devoured by a sea beast.
3 Carry a coastal city’s gifts and diplomatic messages to an underwater community.
4 Calm a kraken
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Unicorn Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight. A unicorn’s
spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings.
In a unicorn’s forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects
Compendium
- Sources->Dungeons & Dragons->Monster Manual
forge unholy armies or rule over hidden realms in mockery of true gods, while others might seek to escape their accursed families. One day I might be the god of storms—mind countless followers, answer
).
Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23):
At Will: Calm Emotions, Greater
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the fabric of Nyx, opening the boundary between the realms of gods and mortals. As a result, the hydra Polukranos fell to the mortal world, but Heliod and Nylea joined forces to bind the hydra in the
found a warm, calm place. There, a powerful voice he’d heard in his dreams welcomed him to his journey’s end. Praising Heliod, the oracle took his rest, and after several long, contented hours
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters
area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.
All
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Peace Domain Have these peaceful clerics even considered that they’re subverting a most holy system, one where bad decisions coincide with the teaching power of pain?
Tasha
The balm of peace
those who are driven to fight for the way of peace. Peace Deities Example Deity Pantheon Angharradh Elven Berronar Truesilver Dwarven Boldrei Eberron Cyrrollalee Halfling Eldath Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Aberrant Mind Tentacles, psychic powers, beings from beyond the stars—one person’s bad dream is another person’s good time.
Tasha
An alien influence has wrapped its tendrils around your mind
wizard spell list. Psionic Spells Sorcerer Level Spells 1st arms of Hadar, dissonant whispers, mind sliver 3rd calm emotions, detect thoughts 5th hunger of Hadar, sending 7th Evard’s black
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
calm, no matter what the situation. I never raise my voice or let my emotions control me. 3 The first thing I do in a new place is note the locations of everything valuable — or where such things
money. 3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. 4 I have a “tell” that reveals when I’m lying. 5 I turn tail and run when things look bad. 6 An innocent person is in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Duergar Duergar are dwarves that dwell deep in the Underdark and other sunless realms. They owe their psionic abilities to the mind flayers that enslaved them long ago. The duergar eventually broke
innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: eldritch blast (see






