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Returning 35 results for 'blending barriers diffusing call robe'.
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Classes
Player’s Handbook
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, traps, puzzles, and conflicts. When you design an adventure, you call the shots. You do things exactly the way you want to. Fundamentally, adventures are stories. An adventure shares many of the
published adventures, you’ll find advice in this chapter to help you create a fun and memorable experience for your players. Creating an adventure involves blending scenes of exploration, social
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, traps, puzzles, and conflicts. When you design an adventure, you call the shots. You do things exactly the way you want to. Fundamentally, adventures are stories. An adventure shares many of the
published adventures, you’ll find advice in this chapter to help you create a fun and memorable experience for your players. Creating an adventure involves blending scenes of exploration, social
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, traps, puzzles, and conflicts. When you design an adventure, you call the shots. You do things exactly the way you want to. Fundamentally, adventures are stories. An adventure shares many of the
published adventures, you’ll find advice in this chapter to help you create a fun and memorable experience for your players. Creating an adventure involves blending scenes of exploration, social
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
another creature like a puppet.
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
another creature like a puppet.
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
another creature like a puppet.
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
tell lies, even at the risk of harming herself and others. The duergar have dressed her in a robe sewn with gemstones (see “Treasure” below) and suspended her above the mouth of Ghuldur’s “pet” — a
-studded robe is worth 750 gp. Development. If the characters cure Yantha’s madness, she confesses to giving Krimgol’s black gem to her apprentice, Flink Thunderbonk. She doesn’t know Flink’s current
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
tell lies, even at the risk of harming herself and others. The duergar have dressed her in a robe sewn with gemstones (see “Treasure” below) and suspended her above the mouth of Ghuldur’s “pet” — a
-studded robe is worth 750 gp. Development. If the characters cure Yantha’s madness, she confesses to giving Krimgol’s black gem to her apprentice, Flink Thunderbonk. She doesn’t know Flink’s current
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
tell lies, even at the risk of harming herself and others. The duergar have dressed her in a robe sewn with gemstones (see “Treasure” below) and suspended her above the mouth of Ghuldur’s “pet” — a
-studded robe is worth 750 gp. Development. If the characters cure Yantha’s madness, she confesses to giving Krimgol’s black gem to her apprentice, Flink Thunderbonk. She doesn’t know Flink’s current
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm
.
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
Illusion spells deceive the senses or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm
.
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
Illusion spells deceive the senses or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm
.
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
Illusion spells deceive the senses or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Tu’narath They call it the City of Death. I would mock such a tired excuse for a name, but if it fits, who am I to argue?
— Gimble, gnome bard
When the githyanki fled from the illithids
vessels. If that’s not enough to bring them to heel, the call goes out for a squad of dragon-mounted knights. I have been to Tu’narath. A heaven for the githyanki it is not. Their apathy and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Tu’narath They call it the City of Death. I would mock such a tired excuse for a name, but if it fits, who am I to argue?
— Gimble, gnome bard
When the githyanki fled from the illithids
vessels. If that’s not enough to bring them to heel, the call goes out for a squad of dragon-mounted knights. I have been to Tu’narath. A heaven for the githyanki it is not. Their apathy and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Tu’narath They call it the City of Death. I would mock such a tired excuse for a name, but if it fits, who am I to argue?
— Gimble, gnome bard
When the githyanki fled from the illithids
vessels. If that’s not enough to bring them to heel, the call goes out for a squad of dragon-mounted knights. I have been to Tu’narath. A heaven for the githyanki it is not. Their apathy and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, plant, and harvest. She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them
out warnings, and she is accompanied by her ferret friend, Xaphan. Halflings sometimes call Charmalaine the Lucky Ghost because she can send her spirit out of her body to scout ahead, and thus she is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
Kadroth’s beck and call. It’s a mostly thankless role that comes with a mountain of verbal abuse. The only time Thoob feels rewarded is when Kadroth orders him to relay instructions to another cultist
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
Kadroth’s beck and call. It’s a mostly thankless role that comes with a mountain of verbal abuse. The only time Thoob feels rewarded is when Kadroth orders him to relay instructions to another cultist
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
Kadroth’s beck and call. It’s a mostly thankless role that comes with a mountain of verbal abuse. The only time Thoob feels rewarded is when Kadroth orders him to relay instructions to another cultist
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, plant, and harvest. She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them
out warnings, and she is accompanied by her ferret friend, Xaphan. Halflings sometimes call Charmalaine the Lucky Ghost because she can send her spirit out of her body to scout ahead, and thus she is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, plant, and harvest. She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them
out warnings, and she is accompanied by her ferret friend, Xaphan. Halflings sometimes call Charmalaine the Lucky Ghost because she can send her spirit out of her body to scout ahead, and thus she is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of Daggerford. The performers call themselves the Sing-Alongs, and they’re quite good. Vlonwelv makes sure that they’re fed and treated well; in exchange, they fill her hall with music. The members and
seated on the throne, flanked by her drow champion, Zress (see “Zress Orlezziir”) and a yochlol advisor that has assumed the form of a female drow wearing a spider silk robe with a cowl. Kneeling before
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of Daggerford. The performers call themselves the Sing-Alongs, and they’re quite good. Vlonwelv makes sure that they’re fed and treated well; in exchange, they fill her hall with music. The members and
seated on the throne, flanked by her drow champion, Zress (see “Zress Orlezziir”) and a yochlol advisor that has assumed the form of a female drow wearing a spider silk robe with a cowl. Kneeling before
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of Daggerford. The performers call themselves the Sing-Alongs, and they’re quite good. Vlonwelv makes sure that they’re fed and treated well; in exchange, they fill her hall with music. The members and
seated on the throne, flanked by her drow champion, Zress (see “Zress Orlezziir”) and a yochlol advisor that has assumed the form of a female drow wearing a spider silk robe with a cowl. Kneeling before
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Szass Tam’s suspicious nature, and the existential threat that discovery of the Phylactery Vault would pose, movement within the Doomvault is regulated with what one might call excessive precautions
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Szass Tam’s suspicious nature, and the existential threat that discovery of the Phylactery Vault would pose, movement within the Doomvault is regulated with what one might call excessive precautions
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Szass Tam’s suspicious nature, and the existential threat that discovery of the Phylactery Vault would pose, movement within the Doomvault is regulated with what one might call excessive precautions
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
call the creature forth and hopes to train it to be a loyal servant before it matures. Treasure. Belak has already appealed to the snake’s greed with a small gift. In its nest, the adventurers find
Goblin, saying, “Aid us, Protector of the Twilight Grove!” Development. Sometimes the twig blights in area 55 attack the goblins out of sheer malice. Thus, a call from the goblins doesn’t bring all the






