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Returning 35 results for 'blink brutes diffusing current resolve'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however, they either forget what
Aid
Legacy
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Spells
Basic Rules (2014)
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blink 3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or
higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blink 3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or
higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blink 3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or
higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blink Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4
–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blink 3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or
higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blink 3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or
higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blink Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4
–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blink 3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or
higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blink Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4
–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blink Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4
–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blink Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4
–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blink Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4
–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to
teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to
teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to
teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Samurai The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield
. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Samurai The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield
. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
do more exciting work elsewhere. They might offer to kill the current leader and put the workers in charge, or they might come up with a totally different plan. Whatever the party’s tactics allow the
roleplaying to carry the encounter until it’s time to resolve the situation. If the adventurers make a compelling offer to the cultists, they might do what the party wants with no check. If the outcome
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
do more exciting work elsewhere. They might offer to kill the current leader and put the workers in charge, or they might come up with a totally different plan. Whatever the party’s tactics allow the
roleplaying to carry the encounter until it’s time to resolve the situation. If the adventurers make a compelling offer to the cultists, they might do what the party wants with no check. If the outcome
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
do more exciting work elsewhere. They might offer to kill the current leader and put the workers in charge, or they might come up with a totally different plan. Whatever the party’s tactics allow the
roleplaying to carry the encounter until it’s time to resolve the situation. If the adventurers make a compelling offer to the cultists, they might do what the party wants with no check. If the outcome
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Samurai The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield
. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary






