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Returning 35 results for 'blocks before devoted carried resolve'.
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Spells
Player’s Handbook
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional
20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Spells
Player’s Handbook
.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something
opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Spells
Player’s Handbook
, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque
, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Daylight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks
Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves
with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a
follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master’s lair for vermin to kill and lone creatures to harass.
A gazer can’t
Monsters
Mordenkainen Presents: Monsters of the Multiverse
less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or
eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master’s lair for vermin to kill and lone creatures to harass.
A gazer can
Monsters
Eberron: Rising from the Last War
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
primary patrons for warlocks in Khorvaire. Covens devoted to the Queen of Shadows use dark magic and fear to dominate whole communities, while isolated warlocks make pacts with Sul Khatesh to pursue power
Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
, 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
Eberron: Rising from the Last War
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also
fosters hatred unwittingly serves Rak Tulkhesh, and countless soldiers in the Five Nations are devoted to the Rage of War. Many of the Carrion Tribes of the Demon Wastes likewise serve Rak Tulkhesh
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
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as
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
object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Whether student adventurers get caught up in a duel with their rivals or face a dreaded mage hunter, the stat blocks in this chapter give you the information you need to resolve the situation.
for aspects of campus life: exams, relationships, extracurriculars, and jobs. Chapter 7 is a collection of stat blocks for students, faculty, and various creatures on and around the Strixhaven campus
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as
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
carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see “Creature Stat Blocks
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell’s
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering
the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it
. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering
the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it
. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
characters should learn a new rumor each time they interact with the villagers until they’ve heard all the rumors. Step 4. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond
Heroes” Kaynen Guardian of the redwood grove Dryad R3 Marilissa Sunset-Is-Nigh’s devoted servant Yuan-ti Malison (Type 1) L3 Selenar Woodwise Elf council member Noble (Medium) “A Call for Heroes” Sunny
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Biblioplex Supplies The Magister’s Masquerade is such a Strixhaven institution that an entire section of the Biblioplex’s archives is devoted to it. Along with records about the event, these archives
them to Kollema Hall. Ten other students (apprentices from all five colleges; see chapter 7 for their stat blocks) are sent along with the characters. Transporting the Supplies Finding all the supplies
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Urban Chase Complications d20 Complication 1 A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check, the
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
warriors, they carried offerings of fruits and crafts, but those have been stolen. A character who investigates the bodies and succeeds on a DC 14 Wisdom (Perception) check finds burns on them and
attacked first, but he blocks the characters’ way and tries to frighten them into returning the way they came. Calming the giant and convincing him to talk requires either a successful DC 14 Charisma
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
rest. Knight of the Rose Prerequisite: 4th Level, Squire of Solamnia Feat You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve
the Sword Prerequisite: 4th Level, Squire of Solamnia Feat You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit, granting
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
blocks. If the characters don’t speak up, Xedalli tries to mount her own defense, accusing her brother of trying to get rid of her and then fabricating the story of her sedition. It is obvious her words
their grievances against the Xaryxian Empire, while Xeleth attempts to twist every point against them. Resolve this debate by having one of the characters—whichever one is leading the argument in favor
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master’s lair for vermin to kill and lone creatures to harass. A gazer can’t speak any
12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is a Tiny object that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
players who want to create characters devoted to Ezra to define the god’s role in their domain of origin.
Time and Dates The Domains of Dread don’t share a unified calendar. However, in most
from one domain to another might wander into the Mists hoping to be carried elsewhere, or they can employ Mist talismans to guide them. Due to the danger and unreliability of traveling the Mists, those
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
late! They will be so angry! Stupid, stupid, stupid! Delays, blocks, procrastination, obstructions, pfah! No time, no rhyme, not mine! No! Time!”
Droki (see appendix C) has errands to perform. The
screams in fright and knocks his feet together, activating his boots of speed. If a chase ensues, resolve the outcome using the chase rules in chapter 8 of the Dungeon Master’s Guide. Droki has advantage
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
mistook the creatures for misbehaving children due to their stature, but then she noticed their long, flat ears and sharpened teeth. They also all carried weapons. Damaged Bar. Much to Grista’s surprise
commander, and the other two goblins are goblin psi brawlers (see appendix A for both stat blocks). All three goblins attack once spotted. During the ensuing combat, the goblins do their best to stay on the






