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Returning 35 results for 'blazing bard diffusing contained regions'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
they have access to the magic required) and survive there. As they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
they have access to the magic required) and survive there. As they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
they have access to the magic required) and survive there. As they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form--great expanses of solid earth, blazing fire, crystal-clear water, and
unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form — great expanses of solid earth, blazing fire, crystal-clear water, and
unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form — great expanses of solid earth, blazing fire, crystal-clear water, and
unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form--great expanses of solid earth, blazing fire, crystal-clear water, and
unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form--great expanses of solid earth, blazing fire, crystal-clear water, and
unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Polukranos, the World Eater, from its heavenly perch. The fifty-headed monster plunged toward the mortal realm, leaving a trail of Nyx blazing in the sky.
Heliod joined with Nylea, God of the Hunt, who
hydra could still destroy every human city unless it was immediately contained. Together the gods trapped the hydra inside a cavern deep under the Nessian Forest.
—Jenna Helland, Godsend
Arasta of the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form — great expanses of solid earth, blazing fire, crystal-clear water, and
unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Polukranos, the World Eater, from its heavenly perch. The fifty-headed monster plunged toward the mortal realm, leaving a trail of Nyx blazing in the sky.
Heliod joined with Nylea, God of the Hunt, who
hydra could still destroy every human city unless it was immediately contained. Together the gods trapped the hydra inside a cavern deep under the Nessian Forest.
—Jenna Helland, Godsend
Arasta of the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Polukranos, the World Eater, from its heavenly perch. The fifty-headed monster plunged toward the mortal realm, leaving a trail of Nyx blazing in the sky.
Heliod joined with Nylea, God of the Hunt, who
hydra could still destroy every human city unless it was immediately contained. Together the gods trapped the hydra inside a cavern deep under the Nessian Forest.
—Jenna Helland, Godsend
Arasta of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
great library of Candlekeep, one must furnish the library’s monks with a book not already contained in the library’s archives. Travelers on the way to Candlekeep often stop in Baldur’s Gate
of the city, the Flaming Fist, and numerous patriar families in Chult. This small military hub oversees much of the exploration (and exploitation) in regions of Chult claimed by Baldur’s Gate. It also
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
great library of Candlekeep, one must furnish the library’s monks with a book not already contained in the library’s archives. Travelers on the way to Candlekeep often stop in Baldur’s Gate
Flaming Fist, and numerous patriar families in Chult. This small military hub oversees much of the exploration (and exploitation) in regions of Chult claimed by Baldur’s Gate. It also serves as a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
great library of Candlekeep, one must furnish the library’s monks with a book not already contained in the library’s archives. Travelers on the way to Candlekeep often stop in Baldur’s Gate
of the city, the Flaming Fist, and numerous patriar families in Chult. This small military hub oversees much of the exploration (and exploitation) in regions of Chult claimed by Baldur’s Gate. It also
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
great library of Candlekeep, one must furnish the library’s monks with a book not already contained in the library’s archives. Travelers on the way to Candlekeep often stop in Baldur’s Gate
Flaming Fist, and numerous patriar families in Chult. This small military hub oversees much of the exploration (and exploitation) in regions of Chult claimed by Baldur’s Gate. It also serves as a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
great library of Candlekeep, one must furnish the library’s monks with a book not already contained in the library’s archives. Travelers on the way to Candlekeep often stop in Baldur’s Gate
Flaming Fist, and numerous patriar families in Chult. This small military hub oversees much of the exploration (and exploitation) in regions of Chult claimed by Baldur’s Gate. It also serves as a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
great library of Candlekeep, one must furnish the library’s monks with a book not already contained in the library’s archives. Travelers on the way to Candlekeep often stop in Baldur’s Gate
of the city, the Flaming Fist, and numerous patriar families in Chult. This small military hub oversees much of the exploration (and exploitation) in regions of Chult claimed by Baldur’s Gate. It also
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
me push beyond my limitations. 6 My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer. Bard d6 I became a bard because … 1 I awakened my latent bardic
abilities through trial and error. 2 I was a gifted performer and attracted the attention of a master bard who schooled me in the old techniques. 3 I joined a loose society of scholars and orators to learn
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
me push beyond my limitations. 6 My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer. Bard d6 I became a bard because … 1 I awakened my latent bardic
abilities through trial and error. 2 I was a gifted performer and attracted the attention of a master bard who schooled me in the old techniques. 3 I joined a loose society of scholars and orators to learn
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
me push beyond my limitations. 6 My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer. Bard d6 I became a bard because … 1 I awakened my latent bardic
abilities through trial and error. 2 I was a gifted performer and attracted the attention of a master bard who schooled me in the old techniques. 3 I joined a loose society of scholars and orators to learn
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
carrying bundles of twigs, which are piled about the mansion’s grand foyer (area N3a) until the construction of the wicker sun for the Festival of the Blazing Sun gets under way. If the characters knock
of the sun (for the Festival of the Blazing Sun). The stairs climb to the upstairs gallery (area N3i). The portraits depict the baron, his family, and their ancestors. Close inspection reveals that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
carrying bundles of twigs, which are piled about the mansion’s grand foyer (area N3a) until the construction of the wicker sun for the Festival of the Blazing Sun gets under way. If the characters knock
of the sun (for the Festival of the Blazing Sun). The stairs climb to the upstairs gallery (area N3i). The portraits depict the baron, his family, and their ancestors. Close inspection reveals that






