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Returning 35 results for 'blows buildings diffusing contiguous ranger'.
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Spells
Player’s Handbook
contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that
return within 10 minutes if dispersed while Guards and Wards lasts)
Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Spells
Xanathar's Guide to Everything
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it
tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Castle Cinis Starting at the edge of the city, it takes the characters 1 hour on foot to reach Castle Cinis. The city around them is grim and desolate. Its buildings are slowly turning to cinders
the castle unseen. If the guards at the entrance or the guards on patrol spot the characters, one of them blows a horn to summon the other guards, who arrive 1d4 rounds later.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Castle Cinis Starting at the edge of the city, it takes the characters 1 hour on foot to reach Castle Cinis. The city around them is grim and desolate. Its buildings are slowly turning to cinders
the castle unseen. If the guards at the entrance or the guards on patrol spot the characters, one of them blows a horn to summon the other guards, who arrive 1d4 rounds later.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Castle Cinis Starting at the edge of the city, it takes the characters 1 hour on foot to reach Castle Cinis. The city around them is grim and desolate. Its buildings are slowly turning to cinders
the castle unseen. If the guards at the entrance or the guards on patrol spot the characters, one of them blows a horn to summon the other guards, who arrive 1d4 rounds later.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the
contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the
contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the
contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Towering Wood? Are you comfortable in buildings, or do you prefer the open air? As a child of the forest, you might take the outlander background, or perhaps you became a folk hero by defending
farmers from bandits and beasts. Natural Magic. Druidic traditions play an important role in Eldeen society. If you’re a druid or ranger, are you a stoic Warden of the Wood or a grim Child of Winter? Even
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Towering Wood? Are you comfortable in buildings, or do you prefer the open air? As a child of the forest, you might take the outlander background, or perhaps you became a folk hero by defending
farmers from bandits and beasts. Natural Magic. Druidic traditions play an important role in Eldeen society. If you’re a druid or ranger, are you a stoic Warden of the Wood or a grim Child of Winter? Even
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Towering Wood? Are you comfortable in buildings, or do you prefer the open air? As a child of the forest, you might take the outlander background, or perhaps you became a folk hero by defending
farmers from bandits and beasts. Natural Magic. Druidic traditions play an important role in Eldeen society. If you’re a druid or ranger, are you a stoic Warden of the Wood or a grim Child of Winter? Even
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the sort one commonly sees in the wake of trebuchet blows that miss their mark. Farther in from the perimeter of this blasted land lies a scattered mess of buildings, some relatively intact, others
, Daerismun was not so fortunate. As we approached, this ruined cityscape seemed uninhabited. Its expanse is fairly limited, and consists almost entirely of a mess of destroyed buildings and massive
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the sort one commonly sees in the wake of trebuchet blows that miss their mark. Farther in from the perimeter of this blasted land lies a scattered mess of buildings, some relatively intact, others
, Daerismun was not so fortunate. As we approached, this ruined cityscape seemed uninhabited. Its expanse is fairly limited, and consists almost entirely of a mess of destroyed buildings and massive
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the sort one commonly sees in the wake of trebuchet blows that miss their mark. Farther in from the perimeter of this blasted land lies a scattered mess of buildings, some relatively intact, others
, Daerismun was not so fortunate. As we approached, this ruined cityscape seemed uninhabited. Its expanse is fairly limited, and consists almost entirely of a mess of destroyed buildings and massive
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The temple is a large building, made of fieldstone with a peaked slate roof, and square in shape. It is taller than most other buildings in town. Inside, the altar occupies the middle of the temple
for a plan. Time is pressing. While characters are inside the temple, remind them of the booming blows of the battering ram against the front doors and the frightened townsfolk. How much time you allow
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The temple is a large building, made of fieldstone with a peaked slate roof, and square in shape. It is taller than most other buildings in town. Inside, the altar occupies the middle of the temple
for a plan. Time is pressing. While characters are inside the temple, remind them of the booming blows of the battering ram against the front doors and the frightened townsfolk. How much time you
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The temple is a large building, made of fieldstone with a peaked slate roof, and square in shape. It is taller than most other buildings in town. Inside, the altar occupies the middle of the temple
for a plan. Time is pressing. While characters are inside the temple, remind them of the booming blows of the battering ram against the front doors and the frightened townsfolk. How much time you
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The temple is a large building, made of fieldstone with a peaked slate roof, and square in shape. It is taller than most other buildings in town. Inside, the altar occupies the middle of the temple
for a plan. Time is pressing. While characters are inside the temple, remind them of the booming blows of the battering ram against the front doors and the frightened townsfolk. How much time you allow
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The temple is a large building, made of fieldstone with a peaked slate roof, and square in shape. It is taller than most other buildings in town. Inside, the altar occupies the middle of the temple
for a plan. Time is pressing. While characters are inside the temple, remind them of the booming blows of the battering ram against the front doors and the frightened townsfolk. How much time you
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The temple is a large building, made of fieldstone with a peaked slate roof, and square in shape. It is taller than most other buildings in town. Inside, the altar occupies the middle of the temple
for a plan. Time is pressing. While characters are inside the temple, remind them of the booming blows of the battering ram against the front doors and the frightened townsfolk. How much time you allow
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
cove. This time is halved if a character is proficient with water vehicles or is a ranger whose favored terrain is the coast. A few rotten wooden buildings abandoned by smugglers line this cove
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
cove. This time is halved if a character is proficient with water vehicles or is a ranger whose favored terrain is the coast. A few rotten wooden buildings abandoned by smugglers line this cove
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
cove. This time is halved if a character is proficient with water vehicles or is a ranger whose favored terrain is the coast. A few rotten wooden buildings abandoned by smugglers line this cove
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
village sits in a sheltered spot near the center of the iceberg. When the wind blows — which is most of the time — snow whips off the surrounding drifts and surrounds the settlement in a swirling
speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on this check
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
village sits in a sheltered spot near the center of the iceberg. When the wind blows—which is most of the time—snow whips off the surrounding drifts and surrounds the settlement in a swirling shroud
adventurers and speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
village sits in a sheltered spot near the center of the iceberg. When the wind blows—which is most of the time—snow whips off the surrounding drifts and surrounds the settlement in a swirling shroud
adventurers and speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
village sits in a sheltered spot near the center of the iceberg. When the wind blows — which is most of the time — snow whips off the surrounding drifts and surrounds the settlement in a swirling
speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on this check
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
village sits in a sheltered spot near the center of the iceberg. When the wind blows—which is most of the time—snow whips off the surrounding drifts and surrounds the settlement in a swirling shroud
adventurers and speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
village sits in a sheltered spot near the center of the iceberg. When the wind blows — which is most of the time — snow whips off the surrounding drifts and surrounds the settlement in a swirling
speak the truth of her people’s plight. A druid, ranger, or some other character who can truthfully express an understanding of the shaman’s animal totem-based faith has advantage on this check






