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Returning 35 results for 'blowing both diffusing carried rolling'.
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Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
Monsters
The Wild Beyond the Witchlight
brigganock, or any object being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a
, perhaps while blowing out the candles on a birthday cake or tossing a coin down a well, an echo of that wish becomes lodged in a stone buried deep in the earth of the Feywild. Brigganocks seek out these
Teleport
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be
determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Travel to the Barrow The barrow is roughly 40 miles northwest of Phandalin, amid the rolling hills and grasslands between the High Road and Neverwinter Wood. Since the characters can travel roughly
24 miles in a day, they should expect to take one long rest in the wilderness before arriving at the barrow on the second day of their trek. A cold wind blowing in from the coast assails them for most of the trip, bringing occasional rain.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Travel to the Barrow The barrow is roughly 40 miles northwest of Phandalin, amid the rolling hills and grasslands between the High Road and Neverwinter Wood. Since the characters can travel roughly
24 miles in a day, they should expect to take one long rest in the wilderness before arriving at the barrow on the second day of their trek. A cold wind blowing in from the coast assails them for most of the trip, bringing occasional rain.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Travel to the Barrow The barrow is roughly 40 miles northwest of Phandalin, amid the rolling hills and grasslands between the High Road and Neverwinter Wood. Since the characters can travel roughly
24 miles in a day, they should expect to take one long rest in the wilderness before arriving at the barrow on the second day of their trek. A cold wind blowing in from the coast assails them for most of the trip, bringing occasional rain.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
blowing snow pour through vast, desolate caverns. Cocytus Winds blowing through narrower tunnels create a stronger force and louder wails, making this the so-called “Layer of Lamentation.” Phlegethon
a unique magical property: anything yelled from the top of the crag is said to find the ears of its intended recipient—carried on a shrieking, frigid wind—no matter where in the multiverse that person
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
blowing snow pour through vast, desolate caverns. Cocytus Winds blowing through narrower tunnels create a stronger force and louder wails, making this the so-called “Layer of Lamentation.” Phlegethon
a unique magical property: anything yelled from the top of the crag is said to find the ears of its intended recipient—carried on a shrieking, frigid wind—no matter where in the multiverse that person
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
blowing snow pour through vast, desolate caverns. Cocytus Winds blowing through narrower tunnels create a stronger force and louder wails, making this the so-called “Layer of Lamentation.” Phlegethon
a unique magical property: anything yelled from the top of the crag is said to find the ears of its intended recipient—carried on a shrieking, frigid wind—no matter where in the multiverse that person
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
by another check. Rolling Stone Trap. A millstone, concealed in the wall behind a layer of stucco, lies at the top of the steps. No nonmagical means can detect the hidden stone. If the trap is
triggered, the mechanism pushes the millstone through the wall and sends it rolling down the stairs. When this occurs, anyone who has a passive Perception score of 14 or lower is surprised. Everyone rolls
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
by another check. Rolling Stone Trap. A millstone, concealed in the wall behind a layer of stucco, lies at the top of the steps. No nonmagical means can detect the hidden stone. If the trap is
triggered, the mechanism pushes the millstone through the wall and sends it rolling down the stairs. When this occurs, anyone who has a passive Perception score of 14 or lower is surprised. Everyone rolls
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
by another check. Rolling Stone Trap. A millstone, concealed in the wall behind a layer of stucco, lies at the top of the steps. No nonmagical means can detect the hidden stone. If the trap is
triggered, the mechanism pushes the millstone through the wall and sends it rolling down the stairs. When this occurs, anyone who has a passive Perception score of 14 or lower is surprised. Everyone rolls
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild denizen Entering a forbidden place Appearing in a fey court without an invitation You can determine the curse’s effect by rolling on the Fey Curses table. Fey Curses d8 Curse 1 Your ears
looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don’t require air, food, or drink. Items worn or carried by you are unaffected. 8
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild denizen Entering a forbidden place Appearing in a fey court without an invitation You can determine the curse’s effect by rolling on the Fey Curses table. Fey Curses d8 Curse 1 Your ears
looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don’t require air, food, or drink. Items worn or carried by you are unaffected. 8
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild denizen Entering a forbidden place Appearing in a fey court without an invitation You can determine the curse’s effect by rolling on the Fey Curses table. Fey Curses d8 Curse 1 Your ears
looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don’t require air, food, or drink. Items worn or carried by you are unaffected. 8
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Treasure
The following pages contain tables that you can use to randomly generate treasures carried by monsters, stashed in their lairs, or otherwise hidden away. The placement of
amount of individual treasure for a group of similar creatures, you can save time by rolling once and multiplying the result by the number of creatures in the group.
If it doesn’t make sense for a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Brigganock Brigganocks are frantic, mouse-sized creatures that live in mines. Whenever a mortal makes a nonmagical wish, perhaps while blowing out the candles on a birthday cake or tossing a coin
being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a pumpkin, cook and eat dinner
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Brigganock Brigganocks are frantic, mouse-sized creatures that live in mines. Whenever a mortal makes a nonmagical wish, perhaps while blowing out the candles on a birthday cake or tossing a coin
being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a pumpkin, cook and eat dinner
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Brigganock Brigganocks are frantic, mouse-sized creatures that live in mines. Whenever a mortal makes a nonmagical wish, perhaps while blowing out the candles on a birthday cake or tossing a coin
being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a pumpkin, cook and eat dinner
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Treasure
The following pages contain tables that you can use to randomly generate treasures carried by monsters, stashed in their lairs, or otherwise hidden away. The placement of
amount of individual treasure for a group of similar creatures, you can save time by rolling once and multiplying the result by the number of creatures in the group.
If it doesn’t make sense for a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Treasure
The following pages contain tables that you can use to randomly generate treasures carried by monsters, stashed in their lairs, or otherwise hidden away. The placement of
amount of individual treasure for a group of similar creatures, you can save time by rolling once and multiplying the result by the number of creatures in the group.
If it doesn’t make sense for a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
yet key member of House Cannith’s warforged project, has been especially vocal about making things right: “It’s about time we fixed things instead of blowing them all to hell.”
Tool Proficiency When
failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Force Ballista Make a ranged spell attack, originating






