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Returning 35 results for 'border based diffusing constructs required'.
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Monsters
Monster Manual
Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike, Zone of Truth
Weakening Breath. Strength Saving Throw: DC 21
, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6
Monsters
Monster Manual
Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
Force damage.
Bonus Actions
Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit’s chosen mood
monsters
the Confusion spell (no Concentration required to maintain the spell).
Etherealness. The meld cast the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability
. The meld is visible on the Material Plane while on the Border Ethereal and vice versa, but it can’t affect or be affected by anything on the other plane.A meld is formed from the faded souls of
Monsters
Quests from the Infinite Staircase
condition (escape DC 17). The vine vanishes when the target is no longer grappled, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the
:
Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds
Spells
Xanathar's Guide to Everything
hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum
Monsters
Eberron: Rising from the Last War
use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option.
“Landro” (Colossus WX-33) is partially phased into a mountainside on the border of
is built to carry wizards, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks
Summon Fey
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell
’s level piercing damage + 1d6 force damage.
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.
Humans Transformed
The
caste system based on how complete a person’s transformation was. The vast majority of yuan-ti fall into three categories — abominations, malisons, and purebloods — while the mutated
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Woodcarver’s Tools Wand Woodcarver’s Tools Weapon Leatherworker’s Tools, Smith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’ descriptions Wondrous Item Tinker’s Tools or the tool required to make the nonmagical item on which the magic item is based
Tools The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dehydration [Hazard] A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day
gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day. See also “Exhaustion.” Water Needs
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dehydration [Hazard] A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day
gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day. See also “Exhaustion.” Water Needs
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dehydration [Hazard] A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day
gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day. See also “Exhaustion.” Water Needs
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Woodcarver’s Tools Wand Woodcarver’s Tools Weapon Leatherworker’s Tools, Smith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’ descriptions Wondrous Item Tinker’s Tools or the tool required to make the nonmagical item on which the magic item is based
Tools The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Woodcarver’s Tools Wand Woodcarver’s Tools Weapon Leatherworker’s Tools, Smith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’ descriptions Wondrous Item Tinker’s Tools or the tool required to make the nonmagical item on which the magic item is based
Tools The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dehydration [Hazard] A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day
gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day. See also “Exhaustion.” Water Needs
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dehydration [Hazard] A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day
gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day. See also “Exhaustion.” Water Needs
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dehydration [Hazard] A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day
gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day. See also “Exhaustion.” Water Needs
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
they have access to the magic required) and survive there. As they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
they have access to the magic required) and survive there. As they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
they have access to the magic required) and survive there. As they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Malnutrition [Hazard] A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a
fifth day as well as an additional level at the end of each subsequent day without food. Exhaustion caused by malnutrition can’t be removed until the creature eats the full amount of food required for a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Malnutrition [Hazard] A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a
fifth day as well as an additional level at the end of each subsequent day without food. Exhaustion caused by malnutrition can’t be removed until the creature eats the full amount of food required for a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Malnutrition [Hazard] A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a
fifth day as well as an additional level at the end of each subsequent day without food. Exhaustion caused by malnutrition can’t be removed until the creature eats the full amount of food required for a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Malnutrition [Hazard] A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a
fifth day as well as an additional level at the end of each subsequent day without food. Exhaustion caused by malnutrition can’t be removed until the creature eats the full amount of food required for a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Malnutrition [Hazard] A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a
fifth day as well as an additional level at the end of each subsequent day without food. Exhaustion caused by malnutrition can’t be removed until the creature eats the full amount of food required for a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Malnutrition [Hazard] A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a
fifth day as well as an additional level at the end of each subsequent day without food. Exhaustion caused by malnutrition can’t be removed until the creature eats the full amount of food required for a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants must also have proficiency with it. For more
information on the tools, see the Player’s Handbook. Magic Item Tools Item Category Required Tool Armor Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t
heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears. As a






