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Returning 35 results for 'blocks barrier divine could returns'.
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Spells
Player’s Handbook
spells.
Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can’t affect anything within
Spells
Player’s Handbook
solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Spells
Player’s Handbook
with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Monsters
Monster Manual
Divine Awareness. The solar knows if it hears a lie.
Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit
magically returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet
Spells
Player’s Handbook
An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be
destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Monsters
Heroes of the Borderlands
died within the past 7 days. That creature returns to life with 1 Hit Point. The curate canʼt revive a creature that died of old age.Multiattack. The curate makes three Celestial Radiance attacks
);{"diceNotation":"2d8+4","rollType":"heal","rollAction":"Healer's Touch"} Hit Points.A curate earns a special connection to the divine through service to shrines and temples. This devotion endows these spiritual leaders with the power to heal injuries, repel evil, and raise the dead.
Globe of Invulnerability
Legacy
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Spells
Basic Rules (2014)
. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect
Planetar
Legacy
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Monsters
Basic Rules (2014)
Weapons","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel
Message
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Arcane Eye
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Solar
Legacy
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Monsters
Basic Rules (2014)
","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie.
Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save
DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw
, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine Flame","rollDamageType":"fire"} fire damage and 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine
Monsters
Icewind Dale: Rime of the Frostmaiden
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Resurrection. When Auril drops to 0 hit points, her crystalline form shatters and
Monsters
The Book of Many Things
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
gather and inspire followers, protecting their people and guiding them to fulfill the medusa’s divine purpose. The Divine Purpose table offers suggestions for motivations. Roll on the table, or use
Monsters
Waterdeep: Dungeon of the Mad Mage
Weapons","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
Monsters
Icewind Dale: Rime of the Frostmaiden
Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Rejuvenation. When Auril drops to 0 hit points, her body turns to slush and melts
winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw
, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine Flame","rollDamageType":"fire"} fire damage and 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine
Monsters
Icewind Dale: Rime of the Frostmaiden
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Rejuvenation. When Auril drops to 0 hit points, her body collapses into shards of
Drow Matron Mother
Legacy
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Monsters
Mordenkainen’s Tome of Foes
slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura
9th level (1 slot): gate
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
Monsters
Tomb of Annihilation
returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2
divine its location and that of its wearer. On his fingers above the knuckles, Artus has tattooed the names of his dearly departed animal companions — a pair of talking wombats named Byrt and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
: Concentration, up to 1 minute An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
: Concentration, up to 1 minute An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Blade barrier blocks passage 4–8 Cave-in 9–12 Chasm 1d4 × 10 ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon 13–14 Flooding leaves 2d10 ft. of water in the area; create
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Magic Items
The Book of Many Things
. This effect can be undone only by the Wish spell, divine intervention, or similar magic.
Door. You gain the ability to cast the Gate spell 1d4 times, requiring no material components. Use your
offer, it returns to its home plane.
Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20.
Humanoid. You can immediately choose to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
30. Iron Barrier Ahead of you, the face of a snarling minotaur is etched into a sheet of iron that bisects the crawlway. Its eyes have been cut out, letting you see through the sheet, beyond which
the tunnel continues onward.
The minotaur face is etched into both sides of a 1-inch-thick, sharp-edged iron sheet that blocks the crawlway. The holes that form the eyes are 2 inches wide. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.






