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Returning 35 results for 'blast both draw currents reflected'.
Other Suggestions:
beast both draw currents respected
blade both draw currents respected
beast both draw currents reflect
beasts both draw currents respected
beast both drow currents reflect
magic-items
against you becomes a normal hit, and you have Advantage on Saving Throw;saving throws against spells and other magical effects.
Additionally, if you succeed on a saving throw against the Mind Blast
ability of a Mind Flayer or other Aberration, you are unaffected, and the effect is reflected back toward the Aberration as if the cone originated from you, including the Aberration in its area of effect.
classes
Player’s Handbook
Become One with Tides and Storms
Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.
Monsters
Princes of the Apocalypse
eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.
If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright
concentrating on earthquake.
Marlos’s second option for a lair action is to draw power from the earth node to heal. When he does so, he regains 30 (6d8 + 3);{"diceNotation":"6d8+3","rollType":"roll"} hit points.Acid
monsters
Dyrrn’s control and acts immediately after Dyrrn in the Initiative order.
Mind Blast (Costs 3 Uses). Intelligence Saving Throw: DC 23, each creature in a 60-foot Cone emanating from Dyrrn
. Failure: 30 (5d8 + 8);{"diceNotation":"5d8+8", "rollType":"damage", "rollAction":"Mind Blast", "rollDamageType":"Psychic"} Psychic damage and the target has the Stunned condition for 1 minute. A creature
Magic Items
The Book of Many Things
deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4
blast. The target and each creature within 5 feet of it take 1d6 force damage and must succeed on a DC 15 Strength saving throw or have the prone condition.
Monsters
Icewind Dale: Rime of the Frostmaiden
Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
real-world playing cards can simulate the deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a
and must succeed on a DC 15 Constitution saving throw or have the restrained condition until the end of your next turn. 4 ♠ (Swords) The card unleashes a sharp, concussive blast. The target and each
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
real-world playing cards can simulate the deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a
and must succeed on a DC 15 Constitution saving throw or have the restrained condition until the end of your next turn. 4 ♠ (Swords) The card unleashes a sharp, concussive blast. The target and each
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
real-world playing cards can simulate the deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a
and must succeed on a DC 15 Constitution saving throw or have the restrained condition until the end of your next turn. 4 ♠ (Swords) The card unleashes a sharp, concussive blast. The target and each
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, hidden away in secret crevices or woven of twigs and trash in the forks of ancient trees. Faerie dragons may also draw on the trappings of civilization, perhaps stealing a child’s dollhouse for use as
dragon can take one of the following lair actions on initiative count 20 (losing initiative ties): Chaotic Aura. The faerie dragon creates misdirecting currents of air and magic around itself. Until
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, hidden away in secret crevices or woven of twigs and trash in the forks of ancient trees. Faerie dragons may also draw on the trappings of civilization, perhaps stealing a child’s dollhouse for use as
dragon can take one of the following lair actions on initiative count 20 (losing initiative ties): Chaotic Aura. The faerie dragon creates misdirecting currents of air and magic around itself. Until
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
seem to stretch forever into the depths. The storms that move across the sea sometimes create temporary portals to the Material Plane and draw ships into the Plane of Water. Surviving vessels from
tides and currents of the plane can travel between worlds freely, but the storms also wreck ships from the Material Plane on the island’s shore. The region of the Plane of Water nearest the Swamp of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
seem to stretch forever into the depths. The storms that move across the sea sometimes create temporary portals to the Material Plane and draw ships into the Plane of Water. Surviving vessels from
tides and currents of the plane can travel between worlds freely, but the storms also wreck ships from the Material Plane on the island’s shore. The region of the Plane of Water nearest the Swamp of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
seem to stretch forever into the depths. The storms that move across the sea sometimes create temporary portals to the Material Plane and draw ships into the Plane of Water. Surviving vessels from
tides and currents of the plane can travel between worlds freely, but the storms also wreck ships from the Material Plane on the island’s shore. The region of the Plane of Water nearest the Swamp of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, hidden away in secret crevices or woven of twigs and trash in the forks of ancient trees. Faerie dragons may also draw on the trappings of civilization, perhaps stealing a child’s dollhouse for use as
dragon can take one of the following lair actions on initiative count 20 (losing initiative ties): Chaotic Aura. The faerie dragon creates misdirecting currents of air and magic around itself. Until
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
the weak minded—the seeds of terrible ideas that fester and grow. Those who are particularly brilliant often draw the attention of the Foul Labyrinth, which hungers to consume unique minds. [Tooltip
order.
Mind Blast (Costs 3 Uses). Intelligence Saving Throw: DC 23, each creature in a 60-foot Cone emanating from Dyrrn. Failure: 30 (5d8 + 8) Psychic damage and the target has the Stunned condition
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
natural phenomenon sometimes causes the ocean currents to form a great whirlpool with enough strength to draw ships down into it. These vessels are torn apart as they are pulled down, and the wreckage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
natural phenomenon sometimes causes the ocean currents to form a great whirlpool with enough strength to draw ships down into it. These vessels are torn apart as they are pulled down, and the wreckage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
natural phenomenon sometimes causes the ocean currents to form a great whirlpool with enough strength to draw ships down into it. These vessels are torn apart as they are pulled down, and the wreckage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
subrace has history in the D&D multiverse, so you already have some stories to draw on when building its traits. Example Subrace: Eladrin Creatures of magic with strong ties to nature, eladrin live in the
their ability to step through the boundary between the planes, disappearing for a moment before reappearing somewhere else. In the game, this is reflected in a limited use of the misty step spell. Since
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Army. She encourages the characters not to linger near the cave entrance, lest they draw the attention of foes within. Grasha suggests guiding the characters to a safe spot where they can meet the rest
a character can determine with a successful DC 13 Intelligence (Arcana or Nature) check. If a crystal is dealt lightning damage, it explodes in a dazzling blast, dealing 7 (2d6) lightning damage to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Army. She encourages the characters not to linger near the cave entrance, lest they draw the attention of foes within. Grasha suggests guiding the characters to a safe spot where they can meet the rest
a character can determine with a successful DC 13 Intelligence (Arcana or Nature) check. If a crystal is dealt lightning damage, it explodes in a dazzling blast, dealing 7 (2d6) lightning damage to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Army. She encourages the characters not to linger near the cave entrance, lest they draw the attention of foes within. Grasha suggests guiding the characters to a safe spot where they can meet the rest
a character can determine with a successful DC 13 Intelligence (Arcana or Nature) check. If a crystal is dealt lightning damage, it explodes in a dazzling blast, dealing 7 (2d6) lightning damage to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Forms to Guard the Wilds Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals. Changeable as the moon, a
the Sea Become One with Tides and Storms Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Forms to Guard the Wilds Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals. Changeable as the moon, a
the Sea Become One with Tides and Storms Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Forms to Guard the Wilds Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals. Changeable as the moon, a
the Sea Become One with Tides and Storms Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters draw near, at which point she tries to scare them by sitting up. Amused with herself, she then addresses the characters: “So, who are you then? Not hobgoblins or draconians. Not ghosts or
potion of gaseous form, two potions of healing (superior), a +1 greatsword, and the mirror of reflected pasts (see appendix A). S14: Primordial Altar Within a cave of dark stone stands a gleaming altar
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters draw near, at which point she tries to scare them by sitting up. Amused with herself, she then addresses the characters: “So, who are you then? Not hobgoblins or draconians. Not ghosts or
potion of gaseous form, two potions of healing (superior), a +1 greatsword, and the mirror of reflected pasts (see appendix A). S14: Primordial Altar Within a cave of dark stone stands a gleaming altar
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters draw near, at which point she tries to scare them by sitting up. Amused with herself, she then addresses the characters: “So, who are you then? Not hobgoblins or draconians. Not ghosts or
potion of gaseous form, two potions of healing (superior), a +1 greatsword, and the mirror of reflected pasts (see appendix A). S14: Primordial Altar Within a cave of dark stone stands a gleaming altar
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
collapsing roof, the falling net, and the rolling sphere, a beholder can use its disintegration ray to blast a hole in the ceiling above its enemies, opening up a previously prepared chamber filled with mud
sends its minions to attack or draw out defenders while it flies high overhead and uses its eye rays to subdue the village, targeting leaders and other formidable foes before significant resistance can
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
collapsing roof, the falling net, and the rolling sphere, a beholder can use its disintegration ray to blast a hole in the ceiling above its enemies, opening up a previously prepared chamber filled with mud
sends its minions to attack or draw out defenders while it flies high overhead and uses its eye rays to subdue the village, targeting leaders and other formidable foes before significant resistance can
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
collapsing roof, the falling net, and the rolling sphere, a beholder can use its disintegration ray to blast a hole in the ceiling above its enemies, opening up a previously prepared chamber filled with mud
sends its minions to attack or draw out defenders while it flies high overhead and uses its eye rays to subdue the village, targeting leaders and other formidable foes before significant resistance can
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
touch, eldritch blast, mage hand
1st−3rd level (2 3rd-level slots): darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant
Actions
Quarterstaff. Melee Weapon Attack: +2 to
the save.
If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Actions
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
touch, eldritch blast, mage hand
1st−3rd level (2 3rd-level slots): darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant
Actions
Quarterstaff. Melee Weapon Attack: +2 to
the save.
If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Actions
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
touch, eldritch blast, mage hand
1st−3rd level (2 3rd-level slots): darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servant
Actions
Quarterstaff. Melee Weapon Attack: +2 to
the save.
If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Actions