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Returning 35 results for 'bonded burning diffusing confined reasoned'.
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Magic Items
Acquisitions Incorporated
glasses.
3
Burning a small piece of the body and looking for shapes in the smoke.
4
A cautious, reasoned, professional guesstimate.
5
Careful measurements. The distance between nostrils
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stalagmites as in the southern districts. Openness doesn’t mean welcoming, however. The duergar who ply their trades here are wary of all the foreigners confined by law to this part of the city. A wave of
heat slams against you as an acrid smog rises to choke the air out of your lungs. The Darklake spreads out beyond a jumble of buildings and streets, reflecting the lights of countless fires burning
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stalagmites as in the southern districts. Openness doesn’t mean welcoming, however. The duergar who ply their trades here are wary of all the foreigners confined by law to this part of the city. A wave of
heat slams against you as an acrid smog rises to choke the air out of your lungs. The Darklake spreads out beyond a jumble of buildings and streets, reflecting the lights of countless fires burning
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stalagmites as in the southern districts. Openness doesn’t mean welcoming, however. The duergar who ply their trades here are wary of all the foreigners confined by law to this part of the city. A wave of
heat slams against you as an acrid smog rises to choke the air out of your lungs. The Darklake spreads out beyond a jumble of buildings and streets, reflecting the lights of countless fires burning
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Gnome Swarmkeeper Gathered
Swarm 3rd-level Swarmkeeper feature A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Gnome Swarmkeeper Gathered
Swarm 3rd-level Swarmkeeper feature A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Gnome Swarmkeeper Gathered
Swarm 3rd-level Swarmkeeper feature A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
glasses.
3 Burning a small piece of the body and looking for shapes in the smoke.
4 A cautious, reasoned, professional guesstimate.
5 Careful measurements. The distance between
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
glasses.
3 Burning a small piece of the body and looking for shapes in the smoke.
4 A cautious, reasoned, professional guesstimate.
5 Careful measurements. The distance between
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the Bakunawa. Pangil ng Buwan isn’t currently in control of itself and can’t be reasoned with, as the spirit blisters in its lair cause it to see the party as the invaders of Lambakluha who haunt its
intense corruption where the bakunawa suffered years of nightmares. A creature that enters that area or starts its turn there is overwhelmed by visions of the burning of Bathalang Puno and must succeed on
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the Bakunawa. Pangil ng Buwan isn’t currently in control of itself and can’t be reasoned with, as the spirit blisters in its lair cause it to see the party as the invaders of Lambakluha who haunt its
intense corruption where the bakunawa suffered years of nightmares. A creature that enters that area or starts its turn there is overwhelmed by visions of the burning of Bathalang Puno and must succeed on
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the Bakunawa. Pangil ng Buwan isn’t currently in control of itself and can’t be reasoned with, as the spirit blisters in its lair cause it to see the party as the invaders of Lambakluha who haunt its
intense corruption where the bakunawa suffered years of nightmares. A creature that enters that area or starts its turn there is overwhelmed by visions of the burning of Bathalang Puno and must succeed on
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
glasses.
3 Burning a small piece of the body and looking for shapes in the smoke.
4 A cautious, reasoned, professional guesstimate.
5 Careful measurements. The distance between
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The characters encounter one or more Hostile creatures. For example, marching through a burning forest instead of circling around it might prompt an encounter with raging fire elementals. Damage. The
area. It takes 10 minutes to find a trail in a confined area, such as a series of caverns, or 1 hour outdoors. Viko Menezes A river presents an obstacle to characters traveling through the wilderness
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The characters encounter one or more Hostile creatures. For example, marching through a burning forest instead of circling around it might prompt an encounter with raging fire elementals. Damage. The
area. It takes 10 minutes to find a trail in a confined area, such as a series of caverns, or 1 hour outdoors. Viko Menezes A river presents an obstacle to characters traveling through the wilderness
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The characters encounter one or more Hostile creatures. For example, marching through a burning forest instead of circling around it might prompt an encounter with raging fire elementals. Damage. The
area. It takes 10 minutes to find a trail in a confined area, such as a series of caverns, or 1 hour outdoors. Viko Menezes A river presents an obstacle to characters traveling through the wilderness
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
start, choose three level 1 spells from the Wizard spell list. Burning Hands, Jump, and Shield are recommended. The number of spells on your list increases as you gain Fighter levels, as shown in the
reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
start, choose three level 1 spells from the Wizard spell list. Burning Hands, Jump, and Shield are recommended. The number of spells on your list increases as you gain Fighter levels, as shown in the
reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
start, choose three level 1 spells from the Wizard spell list. Burning Hands, Jump, and Shield are recommended. The number of spells on your list increases as you gain Fighter levels, as shown in the
reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
deals 28 (8d6) fire damage to each creature in the warehouse, or half damage to creatures that succeed on a DC 15 Dexterity saving throw. Every creature that starts its turn in the burning warehouse
on whoever he suspects of burning down his warehouse. Treasure. A search of the crates reveals a wealth of alchemical gear and supplies, including everything from acid and alchemist’s fire to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
deals 28 (8d6) fire damage to each creature in the warehouse, or half damage to creatures that succeed on a DC 15 Dexterity saving throw. Every creature that starts its turn in the burning warehouse
on whoever he suspects of burning down his warehouse. Treasure. A search of the crates reveals a wealth of alchemical gear and supplies, including everything from acid and alchemist’s fire to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
deals 28 (8d6) fire damage to each creature in the warehouse, or half damage to creatures that succeed on a DC 15 Dexterity saving throw. Every creature that starts its turn in the burning warehouse
on whoever he suspects of burning down his warehouse. Treasure. A search of the crates reveals a wealth of alchemical gear and supplies, including everything from acid and alchemist’s fire to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that
of the world and can communicate with other creatures. In extremely rare cases, groups of these creatures band together, creating colonies. These bonded mimics cooperate to create larger objects than
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that
of the world and can communicate with other creatures. In extremely rare cases, groups of these creatures band together, creating colonies. These bonded mimics cooperate to create larger objects than
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that
of the world and can communicate with other creatures. In extremely rare cases, groups of these creatures band together, creating colonies. These bonded mimics cooperate to create larger objects than
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the middle of the room is a hulking beast that looks like a mangy bear with an owl’s head. It rears up and roars when it sees you.
The Cragmaws have captured an owlbear and confined it to this tower
space, with thick furs thrown on the floor to serve as carpets, old trophies hanging on the walls, a large bed to the north, and a brazier of coals burning brightly. A round table with several chairs
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the middle of the room is a hulking beast that looks like a mangy bear with an owl’s head. It rears up and roars when it sees you.
The Cragmaws have captured an owlbear and confined it to this tower
space, with thick furs thrown on the floor to serve as carpets, old trophies hanging on the walls, a large bed to the north, and a brazier of coals burning brightly. A round table with several chairs
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the middle of the room is a hulking beast that looks like a mangy bear with an owl’s head. It rears up and roars when it sees you.
The Cragmaws have captured an owlbear and confined it to this tower
space, with thick furs thrown on the floor to serve as carpets, old trophies hanging on the walls, a large bed to the north, and a brazier of coals burning brightly. A round table with several chairs
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
look of rage. A campfire flickers on the ground between the frozen figures, somehow burning on the bare cave floor.
Challidax ambushed five would-be dragon slayers here, freezing them to death before
amulet it’s bonded to (see area D7), the guardian fights the closest creature as it continues trying to protect its former controller, the halfling Deena Finkleton. Southwest Alcove. This alcove
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
look of rage. A campfire flickers on the ground between the frozen figures, somehow burning on the bare cave floor.
Challidax ambushed five would-be dragon slayers here, freezing them to death before
amulet it’s bonded to (see area D7), the guardian fights the closest creature as it continues trying to protect its former controller, the halfling Deena Finkleton. Southwest Alcove. This alcove
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
look of rage. A campfire flickers on the ground between the frozen figures, somehow burning on the bare cave floor.
Challidax ambushed five would-be dragon slayers here, freezing them to death before
amulet it’s bonded to (see area D7), the guardian fights the closest creature as it continues trying to protect its former controller, the halfling Deena Finkleton. Southwest Alcove. This alcove
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. Bugbear Complex Each of the five areas of the bugbear community has a few torches and braziers burning. Hides and skins decorate walls and floors, while mounds of straw and similar litter serve for
, the bars that block entry into the adjacent room (area 30) lift into the ceiling, allowing the creatures therein to emerge and attack. 30. Imprisoned Guards Four manticores are confined here by Nosnra






