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Spells
Xanathar's Guide to Everything
enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close
).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
created by the lunar dragon Orinix. These crystals are components for Teremini’s ritual, but they have no value or special properties. When the characters arrive, these daises are surrounded by barriers
condition until the start of its next turn. While Teremini concentrates on her ritual, spherical barriers of solid moonlight also surround each lunar crystal dais. Nothing can physically pass through
Orc
Legacy
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Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
rarely keep records or write down their thoughts. When orcs need to communicate in writing, they use crude symbols to convey basic information, such as “food stored here,” “danger close
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(a broken portal key, which the spell consumes) Duration: 24 hours You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The temple’s interior is an open space with
, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
feet ahead of you, blocking the path. Each has several black-feathered arrows sticking out of it. The woods press close to the trail here, with a steep embankment and dense thickets on either side.
If
attacks while two goblins stand 30 feet away from the party and make ranged attacks. The goblins’ stat block contains the information you need to resolve these attacks. For more information on what the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
queen, the shadar-kai use their shadow magic. If a target is living, they magically infiltrate the person’s mind and excise the desired bits of emotion, or if the target is close to death, the shadar-kai
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
occasional visitors, but not so close that a community would see the hag’s presence as a threat and try to defeat her or drive her off. Treasure, Treasure Everywhere A hag’s home is cluttered with mundane
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
few scattered memories. A doppelganger impersonating a specific creature as part of a long-term plot might keep its double alive and close at hand for weeks, probing the victim’s mind daily to learn
within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
or dirt to feel close to their favored element. Black Earth initiates know the secret of creating armor from magically shaped stone, and even their robes include stone pauldrons or masks. Prophet of
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. On each character’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
of violence. A stubborn dwarf refuses to let anyone badger her. A vain dragon laps up flattery. When interacting with an NPC, pay close attention to the DM’s portrayal of the NPC’s mood, dialogue
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
’ initiative count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. If all the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Kaius II was newly seated on the steel throne and lacked the resolve to bring the dwarf lords to heel. Now we see the harvest we have sown, and it is horrifying. Without the firm hand of Karrnath to
, and it seemed to pulse with its own heartbeat. A guard present at the event said that Soldorak’s axe moaned when the blade came close to him, as if the weapon hungered for human blood.
This is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
of violence. A stubborn dwarf refuses to let anyone badger her. A vain dragon laps up flattery. When interacting with an NPC, pay close attention to the DM’s portrayal of the NPC’s mood, dialogue
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
pulling the lever a second time. This trap is designed to isolate a single enemy in the western part of the room, blocking it from its allies with the spikes. Creatures can see through the gaps between
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
it. (If multiple targets are equally close, the target is determined randomly.) Greater restoration, remove curse, or similar magic ends the blood lust on a creature. A creature that succeeds on its
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
what is possible. Some can look upon Xoriat and see it as a place of revelations; but most mortals who come to close to Xoriat fall prey to madness. Xoriat is the source of many aberrations, along with the terrifying daelkyr.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to start the encounter, but the other two remain motionless until characters move close to them. You don’t need to keep track of exactly where everyone is standing in the room. Instead, rely on your
Elemental Plane of Fire—another dimension of reality that is the cosmic source of fiery energy. The Plane of Fire is the origin of both the orange crystal blocking the vent (which is actually an egg case
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
seal off the castle. The gatehouse (area C6) holds the mechanisms that raise and lower the portcullises as well as open and close both sets of doors. Knock spells and similar magic can bypass these
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
takes to complete. Step 2: Narrate the Travel. Describe what happens as the characters complete this stage of their journey. Introduce and resolve any challenges (see “Journey Stage Challenges”). Step 3
realistic and memorable landscape is enough. Use the landscape to set the mood and tone for your adventure. In one forest, close-set trees might shroud all light and seem to watch the adventurers as they
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
be tiresome. The first is the Gilded Horseshoe, an old inn to the west of the road that serves fine food and drink, offers comfortable beds, and is close enough to the Ivy Mansion that no one would
generations, and influence most of the daily life there. They set the market days, help resolve disputes among families, and broker purchases when a farmer or businessperson dies without an heir. They settle
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X34. X30. Eastern Elevator The elevator shaft terminates in this room. A large stone wheel
door swings into a 5-foot-wide tunnel that leads to a similar door blocking entry to area X29. Torture Closet. The small room to the south contains an array of torture devices, including whips, mallets
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within. A heavily laden wagon that requires the strongest orcs to return it to the lair is a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord
of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
dimensions is carved into the ceiling directly above the slab. Scattered about it are skeletal remains intermingled with shards of glass.
Close inspection of the floor reveals the shards of glass are
chamber, and atop it lies a Humanoid skeleton. A shallow inset of similar dimensions is carved into the ceiling directly above the slab. Shards of broken glass litter the slab and floor.
Close
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Use your judgement to resolve any plans that the players devise and award them appropriately (see “Narrative Combat”). If the gate is demolished, the players must hold the line alongside the defenders
the following boxed text aloud: As your enemies close in, you position yourselves between them and the fleeing townsfolk. Their vanguard spots you through the driving rain, and they charge forward to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
side of the table is pulled, the dragon figurine “flies” over Ten-Towns on its preset course. Any character who pays close attention can discern the flight path of Xardorok’s chardalyn dragon (see
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
archmage Hoobur Gran’Shoop. The constructs remain motionless until the adventurers move close or attack. These scarecrows can cut the rope holding them with their claws, but they prefer to remain hanging
floor, making it difficult to push open.
Opening the Door. The stone blocking the door is a small statue — a kobold petrified by a pair of undead cockatrices that dwell here. The door can be forced
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a bare fifty-foot-square chamber. Three rotting figures stand close to the southern wall. They clutch large morningstars, which drag on the stone floor.
Standing directly in the exit on the southern
wall, effectively blocking it, is a large crystal statue of a minotaur.
One ogre zombie, two ghasts, and one minotaur living crystal statue (see appendix C) guard this area. Unless a character in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
clowns,* and one space guppy.* (Creatures marked with an asterisk are described in Boo’s Astral Menagerie.) Creatures released in this manner materialize in unoccupied spaces on the arena floor as close
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of the stairs, close to another lit brazier, is an iron portcullis. Beyond the portcullis is a dark hallway that leads to area 23. Development Characters can move quietly onto or along the gantries
detected inside the forge, three ogres stand around the northernmost table, where two fire giants are locked in an arm-wrestling contest. The ogres are cheering on the giants and paying close attention
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
their way through the tower. They’ve made no progress, as any lapse in their work allows the tower to magically repair the damage. They don’t stop their work unless enemies get close. If the Tower Is
fanatics commanded Qunbraxel to hurry with collecting the rest of the obelisk fragments. Qunbraxel guessed that the nearby fragment was somehow connected to the toppled tower that’s blocking the way to






