Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blazes birds diffusing clusters rules'.
Other Suggestions:
blades bards diffusing cloisters rules
blade bards diffusing cloisters rules
blade bards diffusing clusters runes
blazes bards diffusing cutters runes
blade bards diffusing clusters rites
Monsters
Van Richten’s Guide to Ravenloft
Fire—their name for the fire of thought that blazes within each person’s mind. They used that power to read thoughts, reshape memories, and dominate the recalcitrant. The inquisitors in the
by a tome.
Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia’s original site, and the inquisition sends its members throughout the multiverse, seeking
Monsters
Van Richten’s Guide to Ravenloft
psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes within each person’s mind. They used that power to read thoughts, reshape
members became the inquisition’s scholars, represented by a tome.
Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia’s original site, and the
Monsters
Van Richten’s Guide to Ravenloft
specializing in a type of psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes within each person’s mind. They used that power to read
order’s members became the inquisition’s scholars, represented by a tome.
Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia’s original site
races
Mordenkainen Presents: Monsters of the Multiverse
;and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power.
From below, aarakocra look like large birds and thus are sometimes called
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
races
Spelljammer: Adventures in Space
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
presence of a heated argument, grass withers under the feet of one who seethes with malice, and birds chip merrily in the presence of those who are joyous and squawk angrily at those who are dour. Time and
the animals that occupy his domain. Gloaming Court The Queen of Air and Darkness rules the Gloaming Court, a realm of twilight, fireflies, cobwebs, and autumn leaves accompanied by the music of hooting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
presence of a heated argument, grass withers under the feet of one who seethes with malice, and birds chip merrily in the presence of those who are joyous and squawk angrily at those who are dour. Time and
the animals that occupy his domain. Gloaming Court The Queen of Air and Darkness rules the Gloaming Court, a realm of twilight, fireflies, cobwebs, and autumn leaves accompanied by the music of hooting
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the
territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
presence of a heated argument, grass withers under the feet of one who seethes with malice, and birds chip merrily in the presence of those who are joyous and squawk angrily at those who are dour. Time and
the animals that occupy his domain. Gloaming Court The Queen of Air and Darkness rules the Gloaming Court, a realm of twilight, fireflies, cobwebs, and autumn leaves accompanied by the music of hooting
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the
territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the
territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Terrain Encounters The Underdark contains dangerous hazards and wondrous terrain. Special terrain rules are explained after the table. d20 Encounter 1 Boneyard 2 Cliff and ladder 3 Crystal
clusters 4 Fungus cavern 5 Gas leak 6 Gorge 7 High ledge 8 Horrid sounds 9 Lava swell 10 Muck pit 11 Rockfall 12 Rope bridge 13 Ruins 14 Shelter 15 Sinkhole 16 Slime or mold 17 Steam vent 18 Underground
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Terrain Encounters The Underdark contains dangerous hazards and wondrous terrain. Special terrain rules are explained after the table. d20 Encounter 1 Boneyard 2 Cliff and ladder 3 Crystal
clusters 4 Fungus cavern 5 Gas leak 6 Gorge 7 High ledge 8 Horrid sounds 9 Lava swell 10 Muck pit 11 Rockfall 12 Rope bridge 13 Ruins 14 Shelter 15 Sinkhole 16 Slime or mold 17 Steam vent 18 Underground
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Tristian organized the inquisition into three orders, with each one specializing in a type of psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes
intellect to alter the environment through telekinetic force, and the order’s members became the inquisition’s scholars, represented by a tome. Today the inquisition rules the city of Malitain, a vast city
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Terrain Encounters The Underdark contains dangerous hazards and wondrous terrain. Special terrain rules are explained after the table. d20 Encounter 1 Boneyard 2 Cliff and ladder 3 Crystal
clusters 4 Fungus cavern 5 Gas leak 6 Gorge 7 High ledge 8 Horrid sounds 9 Lava swell 10 Muck pit 11 Rockfall 12 Rope bridge 13 Ruins 14 Shelter 15 Sinkhole 16 Slime or mold 17 Steam vent 18 Underground
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Tristian organized the inquisition into three orders, with each one specializing in a type of psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes
intellect to alter the environment through telekinetic force, and the order’s members became the inquisition’s scholars, represented by a tome. Today the inquisition rules the city of Malitain, a vast city
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Tristian organized the inquisition into three orders, with each one specializing in a type of psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes
intellect to alter the environment through telekinetic force, and the order’s members became the inquisition’s scholars, represented by a tome. Today the inquisition rules the city of Malitain, a vast city
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of reciprocity dictates that guests repay her kindness (see “Rules of Conduct” earlier in the chapter). If the characters aren’t sure what to give her, Tsu says, “Any old trinket will do.” If the
dive into the muck on their next turn and disappear. Stilt Walkers This encounter takes place in a mist-veiled field of tall swamp grass dotted with clusters of cattails. It begins when the characters
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of reciprocity dictates that guests repay her kindness (see “Rules of Conduct” earlier in the chapter). If the characters aren’t sure what to give her, Tsu says, “Any old trinket will do.” If the
dive into the muck on their next turn and disappear. Stilt Walkers This encounter takes place in a mist-veiled field of tall swamp grass dotted with clusters of cattails. It begins when the characters
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of reciprocity dictates that guests repay her kindness (see “Rules of Conduct” earlier in the chapter). If the characters aren’t sure what to give her, Tsu says, “Any old trinket will do.” If the
dive into the muck on their next turn and disappear. Stilt Walkers This encounter takes place in a mist-veiled field of tall swamp grass dotted with clusters of cattails. It begins when the characters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Travel The rules in the “Exploration” section in the Player’s Handbook cover the basics of travel on a scale ranging from minutes to days. The tools in this section can add excitement to a longer
can travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party’s Speed into travel rates using these rules: Miles
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Travel The rules in the “Exploration” section in the Player’s Handbook cover the basics of travel on a scale ranging from minutes to days. The tools in this section can add excitement to a longer
can travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party’s Speed into travel rates using these rules: Miles
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
belts Pressed flowers and loose dried petals A horseshoe Feathers from various birds A chipped teacup B6. Balcony This ten-foot-wide balcony runs almost the length of the cottage and is covered from
desperation compels you to enter my home, little darlings?”
See “Dealing with Bavlorna” below for advice on how to run an encounter with the hag, keeping in mind the rules of hospitality, ownership, and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
belts Pressed flowers and loose dried petals A horseshoe Feathers from various birds A chipped teacup B6. Balcony This ten-foot-wide balcony runs almost the length of the cottage and is covered from
desperation compels you to enter my home, little darlings?”
See “Dealing with Bavlorna” below for advice on how to run an encounter with the hag, keeping in mind the rules of hospitality, ownership, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Travel The rules in the “Exploration” section in the Player’s Handbook cover the basics of travel on a scale ranging from minutes to days. The tools in this section can add excitement to a longer
can travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party’s Speed into travel rates using these rules: Miles
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
belts Pressed flowers and loose dried petals A horseshoe Feathers from various birds A chipped teacup B6. Balcony This ten-foot-wide balcony runs almost the length of the cottage and is covered from
desperation compels you to enter my home, little darlings?”
See “Dealing with Bavlorna” below for advice on how to run an encounter with the hag, keeping in mind the rules of hospitality, ownership, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spring hold curative powers — curing disease, healing wounds, even restoring lost senses. 2 Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of
space as gravity constantly shifts, and a riot of colors blazes through the ever-shifting sky. Still, stoic githzerai monks exert their will over the elements, crafting monasteries on islands of earth
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spring hold curative powers — curing disease, healing wounds, even restoring lost senses. 2 Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of
space as gravity constantly shifts, and a riot of colors blazes through the ever-shifting sky. Still, stoic githzerai monks exert their will over the elements, crafting monasteries on islands of earth
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spring hold curative powers — curing disease, healing wounds, even restoring lost senses. 2 Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of
space as gravity constantly shifts, and a riot of colors blazes through the ever-shifting sky. Still, stoic githzerai monks exert their will over the elements, crafting monasteries on islands of earth
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the graven image of an old man clutching a staff. The rules of this gate are as follows: Tapping the arch three times with a staff of any kind causes the gate to open for 1 minute. Characters must be
multitude of images.
The device has a circular center 9 feet in diameter, around which are two concentric rings of stone. The center stone is fixed in place. Its engravings depict birds, butterflies, fish
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the graven image of an old man clutching a staff. The rules of this gate are as follows: Tapping the arch three times with a staff of any kind causes the gate to open for 1 minute. Characters must be
multitude of images.
The device has a circular center 9 feet in diameter, around which are two concentric rings of stone. The center stone is fixed in place. Its engravings depict birds, butterflies, fish
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the graven image of an old man clutching a staff. The rules of this gate are as follows: Tapping the arch three times with a staff of any kind causes the gate to open for 1 minute. Characters must be
multitude of images.
The device has a circular center 9 feet in diameter, around which are two concentric rings of stone. The center stone is fixed in place. Its engravings depict birds, butterflies, fish
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
rules in this book’s introduction. V8: Garrison All manner of undead creatures—mostly skeletons and zombies—impatiently mill around this area. They look ready for a fight.
The vault’s Undead soldiers
Black corvids fill the small cages in this bleak, windowless aviary. The birds squawk loudly whenever anyone enters.
Twenty ravens used to deliver messages occupy the flimsy wooden cages. A staircase on the eastern wall ascends to the black tower’s lunarium (area U3).
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
rules in this book’s introduction. V8: Garrison All manner of undead creatures—mostly skeletons and zombies—impatiently mill around this area. They look ready for a fight.
The vault’s Undead soldiers
Black corvids fill the small cages in this bleak, windowless aviary. The birds squawk loudly whenever anyone enters.
Twenty ravens used to deliver messages occupy the flimsy wooden cages. A staircase on the eastern wall ascends to the black tower’s lunarium (area U3).
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
rules in this book’s introduction. V8: Garrison All manner of undead creatures—mostly skeletons and zombies—impatiently mill around this area. They look ready for a fight.
The vault’s Undead soldiers
Black corvids fill the small cages in this bleak, windowless aviary. The birds squawk loudly whenever anyone enters.
Twenty ravens used to deliver messages occupy the flimsy wooden cages. A staircase on the eastern wall ascends to the black tower’s lunarium (area U3).






