Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blessed bustling diffusing circle resolve'.
Other Suggestions:
bless bustling diffusing circle resolve
Magic Items
Dungeon Master’s Guide
from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
Death
3
Power Word Kill
4
Speak with Dead
1
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges (minimum of 0
Monsters
The Wild Beyond the Witchlight
these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of use to her.
Alignment. Neutral evil.
Personality
company, but one hag will occasionally visit another to plot against the third sister, creating a vicious circle in which Bavlorna and Endelyn plot against Skabatha, Endelyn and Skabatha conspire
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill
(4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the first place. Around the outside edge of the circle, evenly spaced, are the gate-towns: sixteen settlements, each built around a portal leading to one of the Outer Planes. Each town shares many of
The Twin Paradises of Bytopia Ecstasy The Blessed Fields of Elysium Faunel The Wilderness of the Beastlands Sylvania The Olympian Glades of Arborea Glorium The Heroic Domains of Ysgard Xaos The Ever
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the first place. Around the outside edge of the circle, evenly spaced, are the gate-towns: sixteen settlements, each built around a portal leading to one of the Outer Planes. Each town shares many of
The Twin Paradises of Bytopia Ecstasy The Blessed Fields of Elysium Faunel The Wilderness of the Beastlands Sylvania The Olympian Glades of Arborea Glorium The Heroic Domains of Ysgard Xaos The Ever
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the first place. Around the outside edge of the circle, evenly spaced, are the gate-towns: sixteen settlements, each built around a portal leading to one of the Outer Planes. Each town shares many of
The Twin Paradises of Bytopia Ecstasy The Blessed Fields of Elysium Faunel The Wilderness of the Beastlands Sylvania The Olympian Glades of Arborea Glorium The Heroic Domains of Ysgard Xaos The Ever
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
into them: bear, elk, hawk, goat, owl, panther, raven, and wolf. The standing stones are nonmagical. However, druid characters who enter the circle can sense that powerful gods once blessed this site
U6. Standing Stones A dozen moss-covered menhirs form a near-perfect circle in the spongy earth. These weathered stones range in height from 15 to 18 feet. A couple of them lean inward as if to share
compendium
- Sources->Dungeons & Dragons->The Pugilist Class
Pugilists were tested and came out the other side with their righteous resolve to live in service to the gods strengthened. A resolve their gods have taken note of. Level 3: Channel Divinity You can
the result.
Level 3: Lay On Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
Eldath among the First Circle. It is taboo to strike a priest of Eldath, and killing one is said to bring great misfortune. Despite the measure of protection that this belief affords them, most priests
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
into them: bear, elk, hawk, goat, owl, panther, raven, and wolf. The standing stones are nonmagical. However, druid characters who enter the circle can sense that powerful gods once blessed this site
U6. Standing Stones A dozen moss-covered menhirs form a near-perfect circle in the spongy earth. These weathered stones range in height from 15 to 18 feet. A couple of them lean inward as if to share
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
into them: bear, elk, hawk, goat, owl, panther, raven, and wolf. The standing stones are nonmagical. However, druid characters who enter the circle can sense that powerful gods once blessed this site
U6. Standing Stones A dozen moss-covered menhirs form a near-perfect circle in the spongy earth. These weathered stones range in height from 15 to 18 feet. A couple of them lean inward as if to share
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Favored A circle of satyr druids, Nylea’s Favored protect the Skola Vale, restoring nature after damage by wildfires or too rowdy satyr parties. They also defend the vale by growing dense underbrush and
supporting populations of wild beasts at their territory’s borders. Sibyls The closest people satyrs have to leaders are their sibyls, who are blessed with limited ability to see into the future
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Favored A circle of satyr druids, Nylea’s Favored protect the Skola Vale, restoring nature after damage by wildfires or too rowdy satyr parties. They also defend the vale by growing dense underbrush and
supporting populations of wild beasts at their territory’s borders. Sibyls The closest people satyrs have to leaders are their sibyls, who are blessed with limited ability to see into the future
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
Eldath among the First Circle. It is taboo to strike a priest of Eldath, and killing one is said to bring great misfortune. Despite the measure of protection that this belief affords them, most priests
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Favored A circle of satyr druids, Nylea’s Favored protect the Skola Vale, restoring nature after damage by wildfires or too rowdy satyr parties. They also defend the vale by growing dense underbrush and
supporting populations of wild beasts at their territory’s borders. Sibyls The closest people satyrs have to leaders are their sibyls, who are blessed with limited ability to see into the future
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
Eldath among the First Circle. It is taboo to strike a priest of Eldath, and killing one is said to bring great misfortune. Despite the measure of protection that this belief affords them, most priests
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
charted and no less perilous. The Leap to Another Realm The most direct method involves the use of spells such as Teleportation Circle or Teleport, or magical portals like those described in this
chapter. This magic causes the user to appear in a known teleportation circle or some other location in another world. The Roots of the Worlds Similar to magical portals, nexus points are locations that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
charted and no less perilous. The Leap to Another Realm The most direct method involves the use of spells such as Teleportation Circle or Teleport, or magical portals like those described in this
chapter. This magic causes the user to appear in a known teleportation circle or some other location in another world. The Roots of the Worlds Similar to magical portals, nexus points are locations that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
charted and no less perilous. The Leap to Another Realm The most direct method involves the use of spells such as Teleportation Circle or Teleport, or magical portals like those described in this
chapter. This magic causes the user to appear in a known teleportation circle or some other location in another world. The Roots of the Worlds Similar to magical portals, nexus points are locations that
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
, anticipating that they can find such a book in the city’s markets. As such, Baldur’s Gate does a small but bustling trade in rare books. Several merchants have a known policy of buying valuable books without
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
, anticipating that they can find such a book in the city’s markets. As such, Baldur’s Gate does a small but bustling trade in rare books. Several merchants have a known policy of buying valuable books without
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
, anticipating that they can find such a book in the city’s markets. As such, Baldur’s Gate does a small but bustling trade in rare books. Several merchants have a known policy of buying valuable books without
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
, anticipating that they can find such a book in the city’s markets. As such, Baldur’s Gate does a small but bustling trade in rare books. Several merchants have a known policy of buying valuable books without
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
, anticipating that they can find such a book in the city’s markets. As such, Baldur’s Gate does a small but bustling trade in rare books. Several merchants have a known policy of buying valuable books without
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
, anticipating that they can find such a book in the city’s markets. As such, Baldur’s Gate does a small but bustling trade in rare books. Several merchants have a known policy of buying valuable books without
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
yourself in a bustling city, you’re likely to spot a wonderful variety of folk. You hear words in languages utterly foreign to you, and you smell dishes both delectable and strange. Waterdeep is the
. Seeking patronage from a noble without having been introduced to that person is considered an insult, so you must first befriend someone in a noble’s employ or circle of influence. Doing so is no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
2 Circle of Death 3 Finger of Death 3 Power Word Kill 4 Speak with Dead 1 While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
2 Circle of Death 3 Finger of Death 3 Power Word Kill 4 Speak with Dead 1 While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
yourself in a bustling city, you’re likely to spot a wonderful variety of folk. You hear words in languages utterly foreign to you, and you smell dishes both delectable and strange. Waterdeep is the
. Seeking patronage from a noble without having been introduced to that person is considered an insult, so you must first befriend someone in a noble’s employ or circle of influence. Doing so is no
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Neverwinter as a carpenter working at the city’s bustling docks. But it’s clear to you and everyone around you that you are destined for much more. You stood up to an abusive ship captain once, so
a champion to those who are overlooked by the institutions that exist to protect them. Recently, your resolve has been shaken by corruption in the city guard and ruling aristocrats. Personal Goal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
contract states, “one shy of a million gold coins and the sacrifice of one shy of a hundred unfortunate souls.” Victoro is well schooled, suave, slow to anger, and blessed with good health, long life
evil and good, sanctuary
2nd level (3 slots): augury, lesser restoration, mirror image, pass without trace, spiritual weapon
3rd level (3 slots): blink, clairvoyance, dispel magic, magic circle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
contract states, “one shy of a million gold coins and the sacrifice of one shy of a hundred unfortunate souls.” Victoro is well schooled, suave, slow to anger, and blessed with good health, long life
evil and good, sanctuary
2nd level (3 slots): augury, lesser restoration, mirror image, pass without trace, spiritual weapon
3rd level (3 slots): blink, clairvoyance, dispel magic, magic circle






