Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blocks been diffusing cleric realm'.
Other Suggestions:
books been diffusing cleric realm
Monsters
Phandelver and Below: The Shattered Obelisk
hit, reach 10 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"slashing"} slashing damage.The malign energy of the Far Realm
corpse melded to its underside to absorb damage and to strike at prey.
Mutates
A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a
Monsters
Phandelver and Below: The Shattered Obelisk
exposed to Far Realm energy, an otyugh mutate grows chitinous, jet-black plating over its limbs. The plates contrast sharply with the translucent, almost ghostly, appearance of its flesh, which provides
a grotesque window into the virulent refuse the otyugh recently consumed.
Mutates
A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a
Monsters
Phandelver and Below: The Shattered Obelisk
mutates exist. The individuals with stat blocks presented in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates
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
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The self-styled rulers of sahuagin ocean domains are
Acolyte
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and
offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power
Monsters
Curse of Strahd
cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
. He has good evidence to suggest that Strahd periodically hibernates in his coffin, sometimes for years, when all is quiet in the realm. While he bides his time, van Richten hides in plain sight with
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she
Monsters
Icewind Dale: Rime of the Frostmaiden
their own fates without the gods’ meddling, but the 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
, 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
Monsters
Candlekeep Mysteries
","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Valin has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command
as the immortal heir of Savras’s realm. The Canopic Being came into her possession years ago, and an obsession with the dark rituals therein set the oracle on her present course.
Valin has
Monsters
Icewind Dale: Rime of the Frostmaiden
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
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
Warlock
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Mutates Sam Burley A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the
fundamentals of the creature’s existence. Any creature can become a mutate and transform to exhibit physical characteristics associated with the Far Realm. Some creatures become mutates after prolonged
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Mutates Sam Burley A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the
fundamentals of the creature’s existence. Any creature can become a mutate and transform to exhibit physical characteristics associated with the Far Realm. Some creatures become mutates after prolonged
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Mutates Sam Burley A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the
fundamentals of the creature’s existence. Any creature can become a mutate and transform to exhibit physical characteristics associated with the Far Realm. Some creatures become mutates after prolonged
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Heroes of the Realm, The The so-called “heroes of the Realm” are a group of young adventurers—Bobby, Diana, Eric, Hank, Presto, and Sheila—who traveled from Earth in the 1980s into a world in the D&D
skills increased, they discovered the secrets of traveling between worlds, though they still haven’t found a way home. The heroes of the Realm weren’t the only kids transported from Earth to the worlds
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Heroes of the Realm, The The so-called “heroes of the Realm” are a group of young adventurers—Bobby, Diana, Eric, Hank, Presto, and Sheila—who traveled from Earth in the 1980s into a world in the D&D
skills increased, they discovered the secrets of traveling between worlds, though they still haven’t found a way home. The heroes of the Realm weren’t the only kids transported from Earth to the worlds
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Heroes of the Realm, The The so-called “heroes of the Realm” are a group of young adventurers—Bobby, Diana, Eric, Hank, Presto, and Sheila—who traveled from Earth in the 1980s into a world in the D&D
skills increased, they discovered the secrets of traveling between worlds, though they still haven’t found a way home. The heroes of the Realm weren’t the only kids transported from Earth to the worlds
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
The Wilds Past the courts, across the stream, into the woods—there lie the wilds, the most magical, strange, and dangerous lands in all Eldraine. In contrast to the order and structure of the realm
eccentricities of their more fantastical neighbors. In addition to the nonplayer character stat blocks found in the Monster Manual and other sources, see the Knight of Eldraine in this collection. Elves
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
The Wilds Past the courts, across the stream, into the woods—there lie the wilds, the most magical, strange, and dangerous lands in all Eldraine. In contrast to the order and structure of the realm
eccentricities of their more fantastical neighbors. In addition to the nonplayer character stat blocks found in the Monster Manual and other sources, see the Knight of Eldraine in this collection. Elves
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
The Wilds Past the courts, across the stream, into the woods—there lie the wilds, the most magical, strange, and dangerous lands in all Eldraine. In contrast to the order and structure of the realm
eccentricities of their more fantastical neighbors. In addition to the nonplayer character stat blocks found in the Monster Manual and other sources, see the Knight of Eldraine in this collection. Elves
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Shadowmoor, along with adventure seeds tied to these places.
Chapter 3 presents stat blocks for several creatures found in the realm of Lorwyn-Shadowmoor.
Chapter 4 includes a map and adventures set in
Using This Supplement This product includes the tools you need to play Dungeons & Dragons adventures set in the realm of Lorwyn-Shadowmoor. This introduction gives an overview of Lorwyn-Shadowmoor
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Shadowmoor, along with adventure seeds tied to these places.
Chapter 3 presents stat blocks for several creatures found in the realm of Lorwyn-Shadowmoor.
Chapter 4 includes a map and adventures set in
Using This Supplement This product includes the tools you need to play Dungeons & Dragons adventures set in the realm of Lorwyn-Shadowmoor. This introduction gives an overview of Lorwyn-Shadowmoor
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Shadowmoor, along with adventure seeds tied to these places.
Chapter 3 presents stat blocks for several creatures found in the realm of Lorwyn-Shadowmoor.
Chapter 4 includes a map and adventures set in
Using This Supplement This product includes the tools you need to play Dungeons & Dragons adventures set in the realm of Lorwyn-Shadowmoor. This introduction gives an overview of Lorwyn-Shadowmoor
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Light Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one Large or smaller
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Light Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one Large or smaller
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Light Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one Large or smaller
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Light Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one Large or smaller
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Backgrounds
Baldur’s Gate: Descent into Avernus
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric&mdash
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Light Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one Large or smaller
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Light Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one Large or smaller
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Light Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one Large or smaller
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Light Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one Large or smaller
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
The Inner Planes Elemental forces and the building blocks of reality originate from these Inner Planes: Elemental Plane of Air. Winds blow clouds and floating islands across this boundless sky
. Elemental Plane of Earth. This maze of caverns winds through stone and untold mineral riches. Elemental Plane of Fire. An everlasting inferno, this realm blazes with life on volcanic islands. Elemental
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
The Inner Planes Elemental forces and the building blocks of reality originate from these Inner Planes: Elemental Plane of Air. Winds blow clouds and floating islands across this boundless sky
. Elemental Plane of Earth. This maze of caverns winds through stone and untold mineral riches. Elemental Plane of Fire. An everlasting inferno, this realm blazes with life on volcanic islands. Elemental
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
The Inner Planes Elemental forces and the building blocks of reality originate from these Inner Planes: Elemental Plane of Air. Winds blow clouds and floating islands across this boundless sky
. Elemental Plane of Earth. This maze of caverns winds through stone and untold mineral riches. Elemental Plane of Fire. An everlasting inferno, this realm blazes with life on volcanic islands. Elemental






