Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blocks bit diffusing chasing rebuke'.
Other Suggestions:
books bit diffusing chain rebuke
blocks bit diffusing causing refuse
blocks bit diffusing charging refuse
blocks bit diffusing choosing refuse
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, 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
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, 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
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, 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
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, 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
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, 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
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, 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)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, 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->D&D Beyond Basic Rules
unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of
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->Basic Rules (2014)
Locate Creature 4th-level divination Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Concentration, up to 1 hour Describe or name a creature that is
. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Locate Creature 4th-level divination Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Concentration, up to 1 hour Describe or name a creature that is
. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of
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->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, 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)
Locate Creature 4th-level divination Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Concentration, up to 1 hour Describe or name a creature that is
. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Locate Creature 4th-level divination Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Concentration, up to 1 hour Describe or name a creature that is
. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, 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->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, 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)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, 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->D&D Beyond Basic Rules
unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of
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 (2014)
Locate Creature 4th-level divination Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Concentration, up to 1 hour Describe or name a creature that is
. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, 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->Player's Handbook (2014)
Locate Creature 4th-level divination Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Concentration, up to 1 hour Describe or name a creature that is
. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
hope. (And maybe, a little bit, to prove my father wrong.)
Knight Destinies Card Heroic Tie Balance Someone—or something—wronged you in your past. You seek revenge. Comet You’ve been promised an
from a family of sorcerers, you were the only one not to show magical aptitude. Skull You had a near-death experience, and you believe you saw yourself going to the Nine Hells. Star You’re chasing
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
hope. (And maybe, a little bit, to prove my father wrong.)
Knight Destinies Card Heroic Tie Balance Someone—or something—wronged you in your past. You seek revenge. Comet You’ve been promised an
from a family of sorcerers, you were the only one not to show magical aptitude. Skull You had a near-death experience, and you believe you saw yourself going to the Nine Hells. Star You’re chasing
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
hope. (And maybe, a little bit, to prove my father wrong.)
Knight Destinies Card Heroic Tie Balance Someone—or something—wronged you in your past. You seek revenge. Comet You’ve been promised an
from a family of sorcerers, you were the only one not to show magical aptitude. Skull You had a near-death experience, and you believe you saw yourself going to the Nine Hells. Star You’re chasing
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->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->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->Acquisitions Incorporated
in “Franchise Tasks and Downtime” in chapter 2 of this book, and with the standard D&D downtime activities discussed in that section. The Monster Manual contains stat blocks for most of the creatures
found in this adventure. All the necessary stat blocks are included there or in appendix B. When a creature’s name appears in bold type, that’s a visual cue for you to look up the creature’s stat
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
in “Franchise Tasks and Downtime” in chapter 2 of this book, and with the standard D&D downtime activities discussed in that section. The Monster Manual contains stat blocks for most of the creatures
found in this adventure. All the necessary stat blocks are included there or in appendix B. When a creature’s name appears in bold type, that’s a visual cue for you to look up the creature’s stat
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
in “Franchise Tasks and Downtime” in chapter 2 of this book, and with the standard D&D downtime activities discussed in that section. The Monster Manual contains stat blocks for most of the creatures
found in this adventure. All the necessary stat blocks are included there or in appendix B. When a creature’s name appears in bold type, that’s a visual cue for you to look up the creature’s stat
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
4. Fungi Thicket This tunnel juncture is blocked by a thicket of fungi. The thicket is an ecosystem unto itself, with its own challenges for those who wish to cross it. A dense fungi forest blocks
through it, or by eating pygmywort mushrooms first to move through without disturbing the other fungi present. If the characters are chasing Droki, he uses the thicket to his advantage, eating a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
4. Fungi Thicket This tunnel juncture is blocked by a thicket of fungi. The thicket is an ecosystem unto itself, with its own challenges for those who wish to cross it. A dense fungi forest blocks
through it, or by eating pygmywort mushrooms first to move through without disturbing the other fungi present. If the characters are chasing Droki, he uses the thicket to his advantage, eating a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
4. Fungi Thicket This tunnel juncture is blocked by a thicket of fungi. The thicket is an ecosystem unto itself, with its own challenges for those who wish to cross it. A dense fungi forest blocks
through it, or by eating pygmywort mushrooms first to move through without disturbing the other fungi present. If the characters are chasing Droki, he uses the thicket to his advantage, eating a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
fixate on flaws, in themselves and in their surroundings, believing that abnormality is the precursor to evil. They fret over their appearances, chasing impossible standards of beauty and grace
the demigods who control the skies of Arcadia stand vigilant at the bottom of the ziggurat’s steps. Each sculpted from an element in its purest state, the lawful good guardians use stat blocks similar
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
fixate on flaws, in themselves and in their surroundings, believing that abnormality is the precursor to evil. They fret over their appearances, chasing impossible standards of beauty and grace
the demigods who control the skies of Arcadia stand vigilant at the bottom of the ziggurat’s steps. Each sculpted from an element in its purest state, the lawful good guardians use stat blocks similar






