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Returning 35 results for 'border bringing during continue reside'.
Other Suggestions:
bonded binding during continue resist
bored binding during continue resist
borders bringing during continues reside
burden bringing during continue recipe
burden bringing during continue resist
Monsters
Curse of Strahd
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.A phantom warrior is the spectral remnant of a willful
master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable
that extends to protecting the border from incursions, but more often a Warden contend with monstrosities and wild beasts that threaten the populace, magical corruption that harms the land, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable
that extends to protecting the border from incursions, but more often a Warden contend with monstrosities and wild beasts that threaten the populace, magical corruption that harms the land, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable
that extends to protecting the border from incursions, but more often a Warden contend with monstrosities and wild beasts that threaten the populace, magical corruption that harms the land, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Today no civilized place in the North has a significant population of half-orcs, although at least a few of them reside in or on the outskirts of any stable community. Ironically, it is among the largest
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Today no civilized place in the North has a significant population of half-orcs, although at least a few of them reside in or on the outskirts of any stable community. Ironically, it is among the largest
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Today no civilized place in the North has a significant population of half-orcs, although at least a few of them reside in or on the outskirts of any stable community. Ironically, it is among the largest
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the end of your campaign, however. The characters have lost a crucial battle, but they might survive to continue the war. Their new goal is to find a way to banish or destroy Tiamat for good, bringing peace to the world once more.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
entrance to his halls, and went to reside in his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. If the characters gain access to the innermost part of the tomb
border of the Duchy of Geoff
Somewhere in the Vast Swamp south of Sunndi
On an island beyond the realm of the Sea Barons Other settings offer choices that are just as varied.
Dragonlance. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
entrance to his halls, and went to reside in his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. If the characters gain access to the innermost part of the tomb
border of the Duchy of Geoff
Somewhere in the Vast Swamp south of Sunndi
On an island beyond the realm of the Sea Barons Other settings offer choices that are just as varied.
Dragonlance. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
entrance to his halls, and went to reside in his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. If the characters gain access to the innermost part of the tomb
border of the Duchy of Geoff
Somewhere in the Vast Swamp south of Sunndi
On an island beyond the realm of the Sea Barons Other settings offer choices that are just as varied.
Dragonlance. The
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
cloister. Who’s in front, and who’s bringing up the rear? Make a note of this marching order. When you’re ready, continue with the “Drowned Sailors” section.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
cloister. Who’s in front, and who’s bringing up the rear? Make a note of this marching order. When you’re ready, continue with the “Drowned Sailors” section.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
cloister. Who’s in front, and who’s bringing up the rear? Make a note of this marching order. When you’re ready, continue with the “Drowned Sailors” section.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt
. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Terminology The Astral Plane is, quite literally, the plane of stars. More precisely, it is where the stars and portals to the heavens reside—an infinitely vast celestial void that surrounds all the
. Creatures and objects in Wildspace age normally and are effectively on both of those planes at once. If you were to leave your home world and continue outward until you neared the edge of your
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt
. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt
. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out






