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Returning 35 results for 'blending borders diffusing cause raven'.
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Magic Items
Dungeon Master’s Guide
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause it to create one of the following
sounds, which can be heard out to 120 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a
Spells
Player’s Handbook
shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.
(Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into
Monsters
Curse of Strahd
Only). The wereraven makes two weapon attacks, one of which can be with its hand crossbow.
Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
","rollAction":"Beak"} to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Beak","rollDamageType":"piercing
Thaumaturgy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the
minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point
Monsters
Strixhaven: A Curriculum of Chaos
will: disguise self, silent image
2/day: charm person
1/day: suggestionOriq recruiters are subtle mages who infiltrate Strixhaven in service to their order. They are adept at blending in, watching
for the magic their master covets and watch for impressionable students and embittered faculty they might turn to their cause. The Oriq take pains to hide their true allegiance and wear masks to hide
Classes
Sword Coast Adventurer's Guide
Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom’s borders. They are tasked with
committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a
Staff of Birdcalls
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Xanathar's Guide to Everything
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out
to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s
Find Familiar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse
dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar
classes
Sword Coast Adventurer's Guide
Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom’s borders. They are tasked with
committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause
harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause
harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause
harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause
harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause
harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause
harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
amulets bearing the Mark of the Raven (each worth 5 gp). Development. If Mara is destroyed, the cavern releases a mighty sigh. The house remains awakened, but the domain’s borders open. Mara re-forms
psychic damage. If the monolith is damaged or if a character openly bears Theodora’s Mark of the Raven, inky tendrils rise from the dark water and attack. These limbs use the statistics for five shadows
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
amulets bearing the Mark of the Raven (each worth 5 gp). Development. If Mara is destroyed, the cavern releases a mighty sigh. The house remains awakened, but the domain’s borders open. Mara re-forms
psychic damage. If the monolith is damaged or if a character openly bears Theodora’s Mark of the Raven, inky tendrils rise from the dark water and attack. These limbs use the statistics for five shadows
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.
Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.
Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.
Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.
Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.
Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
amulets bearing the Mark of the Raven (each worth 5 gp). Development. If Mara is destroyed, the cavern releases a mighty sigh. The house remains awakened, but the domain’s borders open. Mara re-forms
psychic damage. If the monolith is damaged or if a character openly bears Theodora’s Mark of the Raven, inky tendrils rise from the dark water and attack. These limbs use the statistics for five shadows
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.
Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.
Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.
Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.
Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the Treaty of Thronehold ended the Last War. But all of those questions remain unanswered. No one knows the cause of the Mourning or whether it could suddenly expand anew. Breland opened its borders to
territory, those living on the borders who were able to flee from the advancing mists, those few who were able to escape the interior through magical means. On Olarune 20, 994 YK, the nation of Cyre ceased to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Mists The Mists can always be found at a domain’s borders but can also appear in dense banks that rise wherever adventures demand. Such banks might veil strangers or hidden foes, or they can
wherever these wicked forces desire. The Dark Powers also grant Darklords limited ability to manipulate the Mists surrounding their domains, allowing most to open or close their domains’ borders to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the Treaty of Thronehold ended the Last War. But all of those questions remain unanswered. No one knows the cause of the Mourning or whether it could suddenly expand anew. Breland opened its borders to
territory, those living on the borders who were able to flee from the advancing mists, those few who were able to escape the interior through magical means. On Olarune 20, 994 YK, the nation of Cyre ceased to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the Treaty of Thronehold ended the Last War. But all of those questions remain unanswered. No one knows the cause of the Mourning or whether it could suddenly expand anew. Breland opened its borders to
territory, those living on the borders who were able to flee from the advancing mists, those few who were able to escape the interior through magical means. On Olarune 20, 994 YK, the nation of Cyre ceased to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Mists The Mists can always be found at a domain’s borders but can also appear in dense banks that rise wherever adventures demand. Such banks might veil strangers or hidden foes, or they can
wherever these wicked forces desire. The Dark Powers also grant Darklords limited ability to manipulate the Mists surrounding their domains, allowing most to open or close their domains’ borders to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Mists The Mists can always be found at a domain’s borders but can also appear in dense banks that rise wherever adventures demand. Such banks might veil strangers or hidden foes, or they can
wherever these wicked forces desire. The Dark Powers also grant Darklords limited ability to manipulate the Mists surrounding their domains, allowing most to open or close their domains’ borders to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mists was horrifically transformed. Over a million Cyrans were killed on the day of Mourning. Those who survived were soldiers fighting in enemy territory, those living on the borders who were able to
state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were the borders of the lingering walls of mist stable, or could they






