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Returning 35 results for 'bonus borders diffusing combine roving'.
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Spells
Player’s Handbook
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing
Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A
Classes
Player’s Handbook
;
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Class Features
Favored Enemy
Prepared Spells
1
2
3
4
5
1
+2
Spellcasting, Favored Enemy, Weapon Mastery
2
2
2
;
4
+2
Ability Score Improvement
2
5
3
—
—
—
—
5
+3
Extra Attack
3
6
4
2
—
—
—
6
+3
Roving
3
6
4
2
—
—
&mdash
Monsters
Mythic Odysseys of Theros
Aggressive. As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see.
Multiheaded. The cerberus can’t be surprised, and it has advantage on saving
of the dead. Such isn’t the case for mortals, though, and they eagerly set upon those who tread too close to the Underworld’s borders.
Feared by the living and the dead, cerberi patrol
Dancing Lights
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one
glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new
Monsters
Guildmasters’ Guide to Ravnica
). When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a +10 bonus to that roll.Boros firefists combine potent magic with peerless fighting ability
Monsters
Strixhaven: A Curriculum of Chaos
ability (spell save DC 15):
At will: minor illusion
2/day each: control water, create or destroy water, mage armor, stone shape
1/day: wall of iceProfessors of perfection combine elemental magic
feet of any other creature during this bonus action, that creature must succeed on a DC 15 Strength saving throw, or the creature is knocked prone and it can’t take reactions until the start of its next turn. A creature can suffer this effect only once during a turn.
Monsters
Mythic Odysseys of Theros
Aggressive. As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see.
Multiheaded. The cerberus can’t be surprised, and it has advantage on saving
living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of
Monsters
Guildmasters’ Guide to Ravnica
":"Claws","rollDamageType":"slashing"} slashing damage.In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific
method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique
Monsters
Guildmasters’ Guide to Ravnica
"} slashing damage.
In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life
forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can’t
Monsters
Guildmasters’ Guide to Ravnica
succeed on a DC 19 Strength saving throw or be knocked prone.In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific
method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique
Monsters
Fizban's Treasury of Dragons
in platinum scales, his physical features combine various elements of the five kinds of metallic dragons—according to some scholars, combining them in different ways with each manifestation of
Beast, while retaining his game statistics (other than his size). This transformation ends if the aspect is reduced to 0 hit points or if he uses a bonus action to end it.
Cleric
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
spells relies on devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can
Level
Proficiency
Bonus
Features
CantripsKnown
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Roving
temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Roving
temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Roving
temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Simic Hybrid
BRAM SELS
The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically
Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy. Simic Hybrid Names A
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Simic Hybrid
BRAM SELS
The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically
Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy. Simic Hybrid Names A
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely
humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely
humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely
humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely
humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely
humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Simic Hybrid
BRAM SELS
The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically
Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy. Simic Hybrid Names A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely
humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
beginning of Aerdy’s decline marked the high-water mark of Keoland’s expansionist policies, as it held sway from the Pomarj to the borders of Ket. Aided by Celene, rebels in the Ulek region strove to curb
by indigenous folk, one’s mettle is tested by the environment and roving dragons. Old Keoland. The former provinces of Keoland contend against evil monsters from the western mountains, including
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
beginning of Aerdy’s decline marked the high-water mark of Keoland’s expansionist policies, as it held sway from the Pomarj to the borders of Ket. Aided by Celene, rebels in the Ulek region strove to curb
by indigenous folk, one’s mettle is tested by the environment and roving dragons. Old Keoland. The former provinces of Keoland contend against evil monsters from the western mountains, including






