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Returning 35 results for 'blessings border diffusing cast revived'.
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Spells
Player’s Handbook
or a plane that doesn’t border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
Monsters
Mythic Odysseys of Theros
Blessings of the Gods. While the oracle is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. In addition, a creature that hits the oracle with a melee attack while within
5 feet of it takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Blessings of the Gods","rollDamageType":"force"} force damage.
Innate Spellcasting. The oracle’s spellcasting
Etherealness
Legacy
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Spells
Basic Rules (2014)
number of feet you are moved.
This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
At Higher Levels. When you
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed by a greater restoration spell, but only if it is cast within
Axe of the Dwarvish Lords
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
beneficial properties
1 major beneficial property
2 minor detrimental properties
Blessings of Moradin
If you are a dwarf attuned to the axe, you gain the following benefits:
You have immunity
If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can’t use this property again until the next dawn.
Travel the
Bugbear
Legacy
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Species
Volo's Guide to Monsters
One useful trick: if ye face bugbears who have severed heads on spikes as trophies, cast a spell to make the heads speak. After that, ye can cozen the bugbears into doing almost anything.
&mdash
wild, and the cast-off members of a gang might eventually catch on with a different group.
Left to their own devices, bugbears have little more impact on the world than wolf packs. They subsist by
Monsters
Fizban's Treasury of Dragons
another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Tail. The dragon makes one Tail attack.
Cast a Spell (Costs 2 Actions). The dragon uses
storage. Occasionally, though, a whimsical moonstone dragon delights in shaking things up, insisting that visitors come to the Border Ethereal for a meeting or sleeping in the middle of a heavily
Monsters
Eberron: Rising from the Last War
quori's spellcasting ability is Charisma (spell save DC 21, +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the
eyes. The target can't be revived by any means short of a wish spell until the quori is destroyed.
Mind Seed (1/Day). The quori touches one humanoid, which must succeed on a DC 21 Intelligence saving
Monsters
Mythic Odysseys of Theros
spellcasting ability is Wisdom (spell save DC 18). The rider can innately cast the following spells, requiring no material components:
At will: command, compelled duel
1/day each: banishment, blade barrier
long rest. If the target's hit point maximum is reduced to 0, its body and everything it is wearing and carrying, except for magic items, are reduced to ash. A creature reduced to ash can't be revived
Monsters
Fizban's Treasury of Dragons
turn. The dragon regains spent legendary actions at the start of its turn.
Tail. The dragon makes one Tail attack.
Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.Ancient legends
things up, insisting that visitors come to the Border Ethereal for a meeting or sleeping in the middle of a heavily trafficked forest on the Material Plane.
Moonstone dragons navigate their
magic-items
Dungeon Master’s Guide
deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.
Blessings of
Magic action to touch the axe to a fixed piece of dwarven stonework and cast Teleport from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer
Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer
Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing
Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dead A dead creature has no Hit Points and can’t regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
don’t work inside the sphere. A creature that attempts to cast a spell or use a magic item or artifact to teleport from the sphere hears a dull fizzing in its head as the effect fails. The exception
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing
Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Astral projection, teleport, plane shift, and similar spells cast for the purpose of leaving Barovia simply fail, as do effects that banish a creature to another plane of existence. These restrictions
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dead A dead creature has no Hit Points and can’t regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Link to Vecna The characters each gain a metaphysical link to Vecna, which follows the rules for blessings presented in the Dungeon Master’s Guide. Vecna’s Link is the result of feedback from the
secrets. You have advantage on Wisdom (Insight) checks. In addition, you can use an action to cast See Invisibility without expending a spell slot. Once you cast that spell in this way, you can’t do so
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in its own right. (CYNTHIA SHEPPARD) Oracle
Medium humanoid (any), any alignment
Armor Class 15 (Blessings of the Gods)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
14
Languages Celestial, Common
Challenge 4 (1,100 XP)
Blessings of the Gods. While the oracle is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. In addition, a creature that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Spell Restrictions Many spells have altered effects when cast in the Tomb of the Nine Gods, including spells cast from magic items or artifacts, and class abilities that duplicate the effects of
deposit their recipients in area 57. Spells that normally allow one to pass through stone fail, and divination spells cast within the tomb provide false readings. Spells designed to communicate over long
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
on mortal heroes to act like heroes. With those principles in mind, you might have gods intervene in dire situations in one of these ways: Blessings. A god might bestow a Blessing (see “Supernatural
. Miracles. As the simplest form of miracle, a god can produce the effect of any spell that devotees of that god might cast (typically Cleric or Druid spells). But a god’s direct intervention can take any form you choose, often reflecting the god’s nature.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
manifestations of the gods. The more religious members of the Stoneheart Enclave cast augury and commune spells within the circle, interpreting the responses to their entreaties through subtle changes
, Gurnik channels the power of the cleansed temple, bestowing a blessing of protection or a blessing of weapon on each of the characters (each player’s choice); see “Other Rewards” in chapter 7 of the Dungeon Master’s Guide for more information on blessings.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Frostfell, forms the border between the Plane of Air and the Plane of Water. This plane is a seemingly endless glacier swept by constant, raging blizzards. Frozen caverns twist through the Plane of
, and red dragons, as well as creatures from the neighboring planes. Lava flows down the slopes of these mountains toward the Plane of Fire. Plane of Ooze The border region between the Plane of Water
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
from the Domains of Dread. Spells such astral projection, plane shift, teleport, and similar magic cast for the purpose of escaping a domain simply fail, as do effects that banish a creature to
another plane. These restrictions apply to all other effects, including magic items and artifacts that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
level to another. Astral projection, teleport, plane shift, word of recall, and similar spells cast for these reasons simply fail, as do effects that banish a creature to another plane of existence
. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes as well. Magic that allows transit to the Border Ethereal, such as the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
sharpness. Random Properties. The axe has the following randomly determined properties: 2 minor beneficial properties 1 major beneficial property 2 minor detrimental properties Blessings of Moradin. If
related to blacksmithing, brewing, and stonemasonry. Conjure Earth Elemental. If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
called infernal blessings. When a character attracts the attention of Hulgaz, she or her servants confront the character and offer a boon. But any boon on offer is fated to make the recipient miserable
. Even those who choose to not take part in Hulgaz’s schemes eventually suffer at her hands. Examples of infernal blessings Hulgaz can offer characters are provided below, followed by sample encounters
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Shadow 10th Hidden Paths 14th Walker in Dreams Balm of the Summer Court At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from
short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. This use of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hitting or missing, the weapon flies back to your hand. Blessings of Moradin. While attuned to the axe, you gain the following benefits: Darkvision. You gain Darkvision with a range of 60 feet. If you
beneficial property 2 minor detrimental properties Travel the Depths. You can take a Magic action to touch the axe to a fixed piece of dwarven stonework and cast Teleport from the axe. If your intended
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
process their ores and shape their precious metals. The border region between the planes of Water and Earth is a horrid swamp where twisted, gnarled trees and thick, stinging vines grow from the dense
the swamp, so houses built on poles eventually sink down into it. It is said that any object cast into the Swamp of Oblivion can’t be found again for at least a century. Now and then, a desperate soul
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to execute a grand plan or be prepared for an imminent event. A campaign structured around the player characters as champions of Klothys might cast them as anarchists, prophets, or vigilantes
could lead to Klothys retracting her blessings or even dispatching loyal champions to destroy her wayward servants. Her most successful champions stand to reorder errant civilizations or rebalance
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
also create Nyxborn creatures to serve as messengers or emissaries. Gods grant their clerics the ability to cast spells, and they can effortlessly duplicate the effect of any spell they could grant (any
by spell effects. For example, Purphoros can make a volcano erupt, and Thassa can call up a tidal wave. Gods can bestow supernatural blessings on mortals, and they can lay terrible curses (such as when






