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Returning 35 results for 'bonus brazier diffusing currents repairing'.
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Magic Items
Dungeon Master’s Guide
languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your
Monsters
Mythic Odysseys of Theros
: cone of cold
1/day each: fog cloud, gust of wind, wind wall
Summon Water Weird (Recharges after a Short or Long Rest). As a bonus action, the triton magically summons 1d4;{"diceNotation":"1d4
":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the
clockwork has resistance to force, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
Brazier of Commanding Fire Elementals Wondrous Item, Rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Currents Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They’re usually found within 50 miles of shore and at
depths of less than 300 feet. These currents have a speed of 1d6 miles per hour that changes daily. Currents become weaker farther out to sea and deeper in the ocean. These currents have a speed of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Currents Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They’re usually found within 50 miles of shore and at
depths of less than 300 feet. These currents have a speed of 1d6 miles per hour that changes daily. Currents become weaker farther out to sea and deeper in the ocean. These currents have a speed of
Magic Items
Mythic Odysseys of Theros
currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
Brazier of Commanding Fire Elementals Wondrous Item, Rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
Brazier of Commanding Fire Elementals Wondrous Item, Rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
Brazier of Commanding Fire Elementals Wondrous Item, Rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
Brazier of Commanding Fire Elementals Wondrous Item, Rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
Brazier of Commanding Fire Elementals Wondrous Item, Rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Currents Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They’re usually found within 50 miles of shore and at
depths of less than 300 feet. These currents have a speed of 1d6 miles per hour that changes daily. Currents become weaker farther out to sea and deeper in the ocean. These currents have a speed of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the ship’s speed to 4 mph, while a strong tailwind increases its speed to 12 mph. By changing altitude, the ship can use air currents to move in a particular direction. A propeller aft of the gondola
balloon or gondola has at least 1 hit point, it can be repaired. Repairing 1 hit point of damage to either the balloon or the gondola requires 1 day and costs 20 gp. (Mending spells can repair superficial damage but can’t restore hit points.)
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the ship’s speed to 4 mph, while a strong tailwind increases its speed to 12 mph. By changing altitude, the ship can use air currents to move in a particular direction. A propeller aft of the gondola
balloon or gondola has at least 1 hit point, it can be repaired. Repairing 1 hit point of damage to either the balloon or the gondola requires 1 day and costs 20 gp. (Mending spells can repair superficial damage but can’t restore hit points.)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can’t be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds
about 3 gallons. Conceptopolis Bracers of Archery, Brooch of Shielding, Bracers of Defense,
Brazier of Commanding Fire Elementals, Broom of FLying
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can’t be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds
about 3 gallons. Conceptopolis Bracers of Archery, Brooch of Shielding, Bracers of Defense,
Brazier of Commanding Fire Elementals, Broom of FLying
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the ship’s speed to 4 mph, while a strong tailwind increases its speed to 12 mph. By changing altitude, the ship can use air currents to move in a particular direction. A propeller aft of the gondola
balloon or gondola has at least 1 hit point, it can be repaired. Repairing 1 hit point of damage to either the balloon or the gondola requires 1 day and costs 20 gp. (Mending spells can repair superficial damage but can’t restore hit points.)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can’t be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds
about 3 gallons. Conceptopolis Bracers of Archery, Brooch of Shielding, Bracers of Defense,
Brazier of Commanding Fire Elementals, Broom of FLying
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sandbars Waves and currents deposit sand in shallow water near the shoreline. These sandbars form a line that can be between 10 feet and 3 miles in length and width. During high tide, sandbars are
on the Sandbar DCs table. If the ship fails this save, it gets stuck on the sandbar. A ship can become unstuck by using an action to make a Strength check, with a bonus equal to the crew’s quality
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sandbars Waves and currents deposit sand in shallow water near the shoreline. These sandbars form a line that can be between 10 feet and 3 miles in length and width. During high tide, sandbars are
on the Sandbar DCs table. If the ship fails this save, it gets stuck on the sandbar. A ship can become unstuck by using an action to make a Strength check, with a bonus equal to the crew’s quality
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sandbars Waves and currents deposit sand in shallow water near the shoreline. These sandbars form a line that can be between 10 feet and 3 miles in length and width. During high tide, sandbars are
on the Sandbar DCs table. If the ship fails this save, it gets stuck on the sandbar. A ship can become unstuck by using an action to make a Strength check, with a bonus equal to the crew’s quality
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
rigging makes such a climb possible.
The vehicle has no form of propulsion, instead relying on the pilot’s ability to navigate air currents.
As long as the balloon or basket has at least 1 hit
point, it can be repaired. Repairing 1 hit point of damage to either part of the vehicle requires 1 day and the necessary supplies, which can be salvaged from area D4 or taken from area B3.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
rigging makes such a climb possible.
The vehicle has no form of propulsion, instead relying on the pilot’s ability to navigate air currents.
As long as the balloon or basket has at least 1 hit
point, it can be repaired. Repairing 1 hit point of damage to either part of the vehicle requires 1 day and the necessary supplies, which can be salvaged from area D4 or taken from area B3.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Animate Objects Level 5 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
DAVID AUDEN NASH A Brazier
take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
rigging makes such a climb possible.
The vehicle has no form of propulsion, instead relying on the pilot’s ability to navigate air currents.
As long as the balloon or basket has at least 1 hit
point, it can be repaired. Repairing 1 hit point of damage to either part of the vehicle requires 1 day and the necessary supplies, which can be salvaged from area D4 or taken from area B3.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
(8,400 XP) Proficiency Bonus +4
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
Actions






