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Returning 35 results for 'blowing blessed diffusing causing rely'.
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Classes
Player’s Handbook
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn
Monsters
Strixhaven: A Curriculum of Chaos
Translation (2/Day). When the professor is hit by an attack roll, it can increase its AC by 3 against that attack, potentially causing it to miss. The professor can then teleport, along with any equipment
options:
Expand. The professor becomes Large if there is sufficient room for it to grow. It has advantage on attack rolls and on ability checks and saving throws that rely on Strength.
Contract. The
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Mountain Born. The werebear is acclimated to high altitude, including elevations above 20,000 feet.
Powerful
a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Sacred Animation"}. When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon’s control
often rely on eidolons, ghostly spirits bound to safeguard a sacred place. Forged from the souls of those with unwavering devotion, eidolons stalk temples and vaults to ensure that no enemy defiles
Monsters
Mordenkainen Presents: Monsters of the Multiverse
falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl
Monsters
Mordenkainen's Fiendish Folio Volume 1
unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing. The dire corby has advantage on Wisdom (Perception) checks that rely on
. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant
ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to
Elder Tempest
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
storm 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Living Storm"} miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly
obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
In addition, strong winds swirl in the area covered by the storm. The
Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.
Blessed are the days when both the sun and moon are visible in the sky at the same time
feeling homesick. Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to
Magic Items
Baldur’s Gate: Descent into Avernus
are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this
have disadvantage on attack rolls made within the weapon’s radius of bright light.
As a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Magic of the Storm During the Sundering, a constant storm called the Great Rain covered the Sea of Fallen Stars, darkening the skies and causing massive floods. Thousands of people died from drowning
, lightning strikes, or bursts of wind that hit like fists and capsized ships. A few survivors of these events found themselves blessed or cursed with innate magic — storm sorcerers able to bend
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Magic of the Storm During the Sundering, a constant storm called the Great Rain covered the Sea of Fallen Stars, darkening the skies and causing massive floods. Thousands of people died from drowning
, lightning strikes, or bursts of wind that hit like fists and capsized ships. A few survivors of these events found themselves blessed or cursed with innate magic — storm sorcerers able to bend
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Magic of the Storm During the Sundering, a constant storm called the Great Rain covered the Sea of Fallen Stars, darkening the skies and causing massive floods. Thousands of people died from drowning
, lightning strikes, or bursts of wind that hit like fists and capsized ships. A few survivors of these events found themselves blessed or cursed with innate magic — storm sorcerers able to bend
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Rainfall Caverns Water pours from the ceiling of these 20-foot-high caves like a heavy rain. Consequently, creatures in this area have disadvantage on Wisdom (Perception) checks that rely on
sight or sound. 10a. Venom Pool This cavern is flooded to a depth of 4 feet. The water glows green around an emerald that lies on the floor in the middle of the cavern. This gemstone has been blessed by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Rainfall Caverns Water pours from the ceiling of these 20-foot-high caves like a heavy rain. Consequently, creatures in this area have disadvantage on Wisdom (Perception) checks that rely on
sight or sound. 10a. Venom Pool This cavern is flooded to a depth of 4 feet. The water glows green around an emerald that lies on the floor in the middle of the cavern. This gemstone has been blessed by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Rainfall Caverns Water pours from the ceiling of these 20-foot-high caves like a heavy rain. Consequently, creatures in this area have disadvantage on Wisdom (Perception) checks that rely on
sight or sound. 10a. Venom Pool This cavern is flooded to a depth of 4 feet. The water glows green around an emerald that lies on the floor in the middle of the cavern. This gemstone has been blessed by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
arrange satyr-style celebrations wherever they go, spreading their people’s carefree philosophies, praising Nylea, sharing news, and creating friends the Skola Vale can rely on when necessary. Nylea’s
supporting populations of wild beasts at their territory’s borders. Sibyls The closest people satyrs have to leaders are their sibyls, who are blessed with limited ability to see into the future
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
arrange satyr-style celebrations wherever they go, spreading their people’s carefree philosophies, praising Nylea, sharing news, and creating friends the Skola Vale can rely on when necessary. Nylea’s
supporting populations of wild beasts at their territory’s borders. Sibyls The closest people satyrs have to leaders are their sibyls, who are blessed with limited ability to see into the future
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers and rites that help them draw on power from the Outer
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
arrange satyr-style celebrations wherever they go, spreading their people’s carefree philosophies, praising Nylea, sharing news, and creating friends the Skola Vale can rely on when necessary. Nylea’s
supporting populations of wild beasts at their territory’s borders. Sibyls The closest people satyrs have to leaders are their sibyls, who are blessed with limited ability to see into the future
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn prayers
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Astral travelers often rely on what is considered the standard way of keeping time.
A standard day is 24 hours long. A standard week is seven standard days, and a standard month is four standard weeks
can move in any direction at a flying speed in feet equal to 5 × its Intelligence score. Astral Sea Navigation One doesn’t need a map to navigate the Astral Sea. Here, all creatures are blessed with
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Astral travelers often rely on what is considered the standard way of keeping time.
A standard day is 24 hours long. A standard week is seven standard days, and a standard month is four standard weeks
can move in any direction at a flying speed in feet equal to 5 × its Intelligence score. Astral Sea Navigation One doesn’t need a map to navigate the Astral Sea. Here, all creatures are blessed with
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. Astral travelers often rely on what is considered the standard way of keeping time.
A standard day is 24 hours long. A standard week is seven standard days, and a standard month is four standard weeks
can move in any direction at a flying speed in feet equal to 5 × its Intelligence score. Astral Sea Navigation One doesn’t need a map to navigate the Astral Sea. Here, all creatures are blessed with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the stadium.
8 Recover a blessed trophy and award it to a contest’s rightful victor.
Arena Map The arena shown in map 4.5 has a ring of raised benches and private boxes around its sandy
amphitheater during a well-attended event.
3 A chariot racer (gladiator) poisons members of a rival team, causing them to fall asleep during competition.
4 A mage uses magic to spy on athletes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the stadium.
8 Recover a blessed trophy and award it to a contest’s rightful victor.
Arena Map The arena shown in map 4.5 has a ring of raised benches and private boxes around its sandy
amphitheater during a well-attended event.
3 A chariot racer (gladiator) poisons members of a rival team, causing them to fall asleep during competition.
4 A mage uses magic to spy on athletes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the stadium.
8 Recover a blessed trophy and award it to a contest’s rightful victor.
Arena Map The arena shown in map 4.5 has a ring of raised benches and private boxes around its sandy
amphitheater during a well-attended event.
3 A chariot racer (gladiator) poisons members of a rival team, causing them to fall asleep during competition.
4 A mage uses magic to spy on athletes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
apparitions intone ancient words in Giant, causing Reggaryarva to fade away as his throne rises 30 feet into the air, revealing a hidden staircase that descends to area J2. If she is present, Yselm Bloodfang
alphabet: Snatch a scale from a sleeping wyrm;
Against the blowing wind, stand firm.
Climb a mountain with a stone in your shoe;
On little feet, death comes for you.
Be the arrow that starts the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
apparitions intone ancient words in Giant, causing Reggaryarva to fade away as his throne rises 30 feet into the air, revealing a hidden staircase that descends to area J2. If she is present, Yselm Bloodfang
alphabet: Snatch a scale from a sleeping wyrm;
Against the blowing wind, stand firm.
Climb a mountain with a stone in your shoe;
On little feet, death comes for you.
Be the arrow that starts the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
apparitions intone ancient words in Giant, causing Reggaryarva to fade away as his throne rises 30 feet into the air, revealing a hidden staircase that descends to area J2. If she is present, Yselm Bloodfang
alphabet: Snatch a scale from a sleeping wyrm;
Against the blowing wind, stand firm.
Climb a mountain with a stone in your shoe;
On little feet, death comes for you.
Be the arrow that starts the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
gas dissipates if Nakari dies. Lighting The lair is in Darkness. Nakari and other denizens rely on Darkvision to see. Descriptions assume the characters have a way of seeing in the dark. Secret Doors
from anywhere in her lair, causing the stone to reshape into an opening wide enough for her to pass through. Other creatures must break through the stone secret door. Whenever a creature with an






