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Returning 35 results for 'blessing blast diffusing calm realm'.
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Monsters
Monster Manual
, Druidcraft1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of RecallLegendary Action Uses: 3. Immediately after another creature’s turn, the unicorn can expend a use to
again until the start of its next turn.PoisonUnicorn’s Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting.
Monsters
Lorwyn: First Light
Magic Resistance. The incarnation has Advantage on saving throws against spells and other magical effects.Multiattack. The incarnation makes two Vine attacks and uses Radiant Blast. It can replace
Grappled condition (escape DC 15) from one of two vines.
Radiant Blast. Constitution Saving Throw: DC 17, each creature of the incarnation’s choice in a 20-foot Emanation originating from the
Monsters
Phandelver and Below: The Shattered Obelisk
Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks.
Unarmed Strike. Melee Weapon Attack
.
Nightmare Blast. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Nightmare Blast"} to hit, range 60 ft., one creature. Hit: 7 (2d6);{"diceNotation":"2d6", "rollType
Monsters
The Book of Many Things
Blast attacks.
Eldritch Blast. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Eldritch Blast"} to hit, range 120 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation
":"1d10+3", "rollType":"damage", "rollAction":"Eldritch Blast", "rollDamageType":"force"} force damage.
Gore. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Gore
Monsters
The Book of Many Things
":"1d12+3", "rollType":"damage", "rollAction":"Radiant Strike", "rollDamageType":"radiant"} radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another
", "rollAction":"Prophetic Blessing"}, and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an ability check or saving throw or misses an attack roll, it can
Xvart Warlock of Raxivort
Legacy
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Monsters
Volo's Guide to Monsters
attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray
its turns.
Raxivort's Blessing. When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points.
Raxivort's Tongue. The xvart can communicate with ordinary bat;bats and rat
Monsters
Spelljammer: Adventures in Space
extracting and consuming its brain.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Blast"}. The neh-thalggu magically emits psychic energy at one Humanoid it can
see within 10 feet of itself. The target must make a DC 14 Wisdom saving throw. On a failed save, the target takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Mind Blast
Monsters
Phandelver and Below: The Shattered Obelisk
devouring its brain.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. Qunbraxel magically emits psychic energy in a 60-foot cone. Each creature in that
area must succeed on a DC 16 Intelligence saving throw or take 26 (5d8 + 4);{"diceNotation":"5d8+4", "rollType":"damage", "rollAction":"Mind Blast", "rollDamageType":"psychic"} psychic damage and
Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
", "rollDamageType":"psychic"} psychic damage.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. The zealot magically emits psychic energy in a 60-foot cone
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Raxivort’s Blessing. When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points.
Raxivort’s Tongue. The xvart can communicate with ordinary bat;bats and rat
transform even a creature as lowly as Raxivort into a demigod. After his apotheosis, Raxivort forged the Black Sewers, a realm within Pandemonium that he filled with his beloved creatures, rat;rats and bat
Monsters
Phandelver and Below: The Shattered Obelisk
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 5 (2d4
specifics of how a psionic goblin comes to exist vary. Some are born, changed by energy leaking from the Far Realm. Others transform themselves with their psionic power or enter into agreements with
Yuan-ti Mind Whisperer
Legacy
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Monsters
Volo's Guide to Monsters
spells:
Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, message, minor illusion, poison spray, prestidigitation
1st–3rd level (2 3rd-level slots): charm person
, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script
Sseth's Blessing. When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit
Monsters
Phandelver and Below: The Shattered Obelisk
four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. Creatures of the elder brain’s choice within 60 feet of
itself must succeed on a DC 17 Intelligence saving throw or take 32 (5d10 + 5);{"diceNotation":"5d10+5", "rollType":"damage", "rollAction":"Mind Blast", "rollDamageType":"psychic"} psychic damage and
Monsters
Phandelver and Below: The Shattered Obelisk
":"damage", "rollAction":"Dissonant Claw", "rollDamageType":"psychic"} psychic damage. If the target is a creature concentrating on a spell, its concentration is broken.
Mind Blast (Recharge 5–6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. Creatures of the refraction’s choice within 60 feet of it must succeed on a DC 19 Intelligence saving throw or take 33 (5d10 + 6
Monsters
Phandelver and Below: The Shattered Obelisk
will: mage hand (the hand is invisible)
1/day: calm emotionsWhen an ashenwight arises near a crystal vein infused with aberrant power, or when one lingers in an area of fell magic, there is a chance
When a Humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the creature sometimes rises as an ashenwight. The skin of these Undead horrors is desiccated, and their eyes often glow with otherworldly power.Necrotic, Poison, Psychic
Spells
Elemental Evil Player's Companion
the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that
.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have
Monsters
Phandelver and Below: The Shattered Obelisk
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 10 (4d4
Goblins
The specifics of how a psionic goblin comes to exist vary. Some are born, changed by energy leaking from the Far Realm. Others transform themselves with their psionic power or enter into agreements
Monsters
Fizban's Treasury of Dragons
components and using Charisma as the spellcasting ability (spell save DC 15):
1/day each: calm emotions, faerie fireAncient legends suggest that when the gods came to the First World and tried to
populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone
Magic Items
Mythic Odysseys of Theros
you hit with an attack using it, the target takes an extra 3d10 fire damage.
Blessing of the Forge. If you are a worshiper of Purphoros, you gain all the following benefits for which you have the
the next dusk.
Destroying the Hammer. To destroy the hammer, it must be taken to the realm of Tizerus, in the Underworld. There it must be coated in clay from the Mire of Punishment. The heat of the
Magic Items
Mythic Odysseys of Theros
Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos
’t be used again until the next dusk.
Blessing of the Dead. If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety:
Piety 1+. The whip has 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
good fortune. They consider seeing a ki-rin fly overhead a blessing and events that happen on such a day especially auspicious. If a ki-rin alights during a ceremony such as a birth announcement or a
Sorcerer
Legacy
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Classes
Basic Rules (2014)
from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks
apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s
Monsters
Fizban's Treasury of Dragons
.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: faerie fire
1/day each: calm emotions
suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm
Monsters
Fizban's Treasury of Dragons
.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: faerie fire
2/day each: calm
of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.
Moonstone dragons are graceful and elegant creatures
Warlock
Legacy
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Classes
Basic Rules (2014)
, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power. Sworn and Beholden A warlock is defined by a pact with an otherworldly being. Sometimes the
score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt. The
Monsters
Icewind Dale: Rime of the Frostmaiden
Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Humanoid Mutate When the influence of the Far Realm affects Humanoids, the resulting creature might be a thing of nightmares. Multitudinous webbed wings sprout haphazardly along this mutate’s body
. Its skin becomes clammy and as smooth as a salamander’s. Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
3d6 A magical trap flings a character into the Far Realm until the end of that character’s next turn. 20 9d6 Prolonged Effects Exposure to mental stress can cause prolonged effects. Consider the
hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3d6 A magical trap flings a character into the Far Realm until the end of that character’s next turn. 20 9d6 Prolonged Effects Exposure to mental stress can cause prolonged effects. Consider the
hallucinations. These effects can be suppressed with the Calm Emotions spell or removed by the Lesser Restoration spell. Long-Term Effects. The character has Disadvantage on some or all ability checks for 1d10
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
accomplishment that might merit a blessing as a reward. Occasionally, a god might also offer a blessing when sending a champion on a quest, helping them to prepare for the task ahead. A character
retains the benefit of a blessing until it is taken away by the god who granted it, which might happen if a character’s piety score is reduced. Unlike a magic item, a divine blessing can’t be suppressed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Breath of the Multiverse Wisps of twinkling multiversal dust trail Nafas wherever he goes, evidence of the djinni’s deep connection to the planes that bore him. Calm, clement, and dressed in
control the staircase or its doors, and he holds no sway over their destinations or who may enter through them. The djinni is a product of the multiverse, a distant observer bound to the realm by the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If
the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Arrival The undead galleon is surrounded by a 500-foot-radius fogbank at the eye of the storm. Entering this area, the wind drops to a dead calm and vision is restricted to just 10 feet. Ships that
attack is designed to strike terror into its enemies: first by striking their main deck with a blast from its Hellfire Orb, and then by ramming into their flank so to the dreadnaught’s skeletal figurehead
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm. A living portent can be a fragment of these beings’ will. These
120 ft., one target. Hit: 9 (1d12 + 3) radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another willing creature the living portent can see






