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Returning 35 results for 'bonus barriers diffusing colors replica'.
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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
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
Magic Items
Dungeon Master’s Guide
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
Classes
Player’s Handbook
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Features table. See the multiclassing rules to determine your available spell slots.
Wizard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Faerie Dragon (Older)
Legacy
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Monsters
Monster Manual (2014)
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible
action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving
Faerie Dragon (Younger)
Legacy
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Monsters
Monster Manual (2014)
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible
determine its behavior during the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the
Magic Items
Descent into the Lost Caverns of Tsojcanth
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination
of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your
Monsters
Baldur’s Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action.
Focus. If Rilsa damages a creature with a weapon attack, she gains advantage
on attack rolls against that target until the end of her next turn.
Tactical Leadership. As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn’t
Monsters
Storm King's Thunder
gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.Some adult cloud giants have the magical ability to create barriers
Monsters
Mordenkainen Presents: Monsters of the Multiverse
snail withdraws into its shell. Until it emerges, it gains a +4 bonus to its AC and is restrained. It can emerge from its shell as a bonus action on its turn.A flail snail is a creature of elemental
shield.
A flail snail shell can also be used to make a robe of scintillating colors. The shell is ground and added to the dye applied to the fabric. The powder is also a material component of the ritual that enchants the robe.Fire, Poison
Flaming Sphere
Legacy
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Spells
Basic Rules (2014)
Dexterity saving throw. The creature takes 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. If you ram the sphere into
a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall
Monsters
Phandelver and Below: The Shattered Obelisk
.
Psionic Shield. When the goblin or one of its allies within 15 feet of it is hit by an attack roll, the goblin conjures a shield of force. The target of the attack gains a +3 bonus to its AC against the
of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.
Psionic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
chittering and shrieking produce discordant psychic energy that disrupts thought patterns in other creatures, which experience flashing colors, hallucinations, disorientation, and waves of
normal.
Cult of Tharizdun, the Chained God
Tharizdun’s Spark (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Tharizdun's Spark"}. As a bonus action, the cultist touches
Magic Items
Acquisitions Incorporated
As a rank 2 hoardsperson, you are granted the use of a living loot satchel, which is an uncommon magic item. It functions as a bag of holding and is available in a variety of colors and styles
upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set
Monsters
Guildmasters’ Guide to Ravnica
mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category
(Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
Magic Items
Divine Contention
This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making
the grenade shine with a rainbow of color when held up in the light.
As a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds
Monsters
Guildmasters’ Guide to Ravnica
this way at a time.
6
Hypnotic Display (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hypnotic Display"}. As an action, the krasis creates mesmerizing colors and shapes
Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a
Monsters
Guildmasters’ Guide to Ravnica
mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category
Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
Magic Items
Quests from the Infinite Staircase
use a bonus action to dim the lantern, reducing the light to dim light in a 5-foot radius, or brighten the lantern back to its normal bright light radius.
Lenses. When found, the lantern’s
2,000 gp
Emerald
Haste
500 gp
Jacinth
Flame Strike
1,000 gp
Ruby
Hold Monster
1,000 gp
Sapphire
Fear
500 gp
Topaz
Slow
500 gp
Any four colors
Prismatic Wall
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or
combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or
combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or
combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim
darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Earth Walk. You can move across difficult terrain without expending extra movement if you are using your
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim
darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Earth Walk. You can move across difficult terrain without expending extra movement if you are using your
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim
darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Earth Walk. You can move across difficult terrain without expending extra movement if you are using your
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Cloud Giants Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air
bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Cloud Giants Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air
bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.
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
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
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
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across






