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Returning 35 results for 'bleed becoming diffusing conjure regions'.
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Magic Items
Icewind Dale: Rime of the Frostmaiden
) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a
24 hours. Gems and precious metals created by the chest disappear after 1 minute.
The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.
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
—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
—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
Monsters
Eberron: Rising from the Last War
","rollAction":"Rejuvenation"} days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed.
Spellcasting. Illmarrow
— an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.
Magic Items
Infernal Machine Rebuild
of the conjuration school, as follows:
1/day: conjure animals, summon lesser demons
1/7 days: conjure minor elementals, conjure woodland beings, summon greater demon
1/month: conjure elemental
, conjure fey
Wish. The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a wish spell (including all side effects). Due to
classes
Basic Rules (2014)
; territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect
becoming a druid was part of your character’s destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core Druid Traits table. Gain the Druid’s level 1 features
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core Druid Traits table. Gain the Druid’s level 1 features
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core Druid Traits table. Gain the Druid’s level 1 features
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the threat, dismissing reports of vanished regions as rumors and fearmongering. As the domain splits into crumbling islands, ambitious beings vie for Azalin’s power, each claiming to be the lost
king’s obvious successor. These would-be tyrants blame one another for the domain’s dissolution, and each believes they alone can save Darkon by becoming its sole ruler.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat. Becoming a Druid... As a Level 1 Druid Gain all the traits in the Core
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the threat, dismissing reports of vanished regions as rumors and fearmongering. As the domain splits into crumbling islands, ambitious beings vie for Azalin’s power, each claiming to be the lost
king’s obvious successor. These would-be tyrants blame one another for the domain’s dissolution, and each believes they alone can save Darkon by becoming its sole ruler.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the threat, dismissing reports of vanished regions as rumors and fearmongering. As the domain splits into crumbling islands, ambitious beings vie for Azalin’s power, each claiming to be the lost
king’s obvious successor. These would-be tyrants blame one another for the domain’s dissolution, and each believes they alone can save Darkon by becoming its sole ruler.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Material Plane, earth elementals often serve those who conjure them, or they appear in regions influenced by their home plane, such as crystalline nodes, energetic fault lines, or veins of magical ore. Earth
classes
Player’s Handbook
regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character
Gain all the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Material Plane, earth elementals often serve those who conjure them, or they appear in regions influenced by their home plane, such as crystalline nodes, energetic fault lines, or veins of magical ore. Earth
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Material Plane, earth elementals often serve those who conjure them, or they appear in regions influenced by their home plane, such as crystalline nodes, energetic fault lines, or veins of magical ore. Earth
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. Bonus Feats at
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. Bonus Feats at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. Bonus Feats at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. Bonus Feats at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. Bonus Feats at
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
achieve the pinnacle of their class features, becoming heroic archetypes. The fate of the world or even the order of the multiverse might hang in the balance during their adventures. Bonus Feats at
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them to conjure flames from nothing and shape treasures within magical infernos. Many efreet have wicked reputations, as their fickle natures and love for dramatic conflagrations can be destructive
Elementals. On many worlds, efreet dwell in sweltering deserts and volcanic regions. Those that make their homes on the Elemental Plane of Fire create incredible cities among seas of flame and molten
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them to conjure flames from nothing and shape treasures within magical infernos. Many efreet have wicked reputations, as their fickle natures and love for dramatic conflagrations can be destructive
Elementals. On many worlds, efreet dwell in sweltering deserts and volcanic regions. Those that make their homes on the Elemental Plane of Fire create incredible cities among seas of flame and molten
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dwell in fiery regions such as volcanoes and the burning expanses of the world’s deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the
: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire
Actions
Multiattack. The efreeti makes two scimitar






