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Returning 14 results for 'both being designate cold recluse'.
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Spells
Player’s Handbook
without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without
through this layer, which is destroyed if it takes at least 25 Cold damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged
Prismatic Wall
Legacy
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Spells
Basic Rules (2014)
you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there
damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
2. Orange. The
Ranger
Legacy
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Classes
Basic Rules (2014)
wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales. Holding his hand high, a half-elf
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Rock Gnome Recluse Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended. Rock Gnome
Recluse
Small humanoid (gnome), chaotic neutral
Armor Class 10 (13 with mage armor)
Hit Points 7 (2d6)
Speed 25 ft.
STR
6 (-2)
DEX
11 (+0)
CON
10 (+0)
INT
15 (+2
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success. RANDY VARGAS The icy Wizard Otiluke blasts monsters with Cone of Cold
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
designate. Dampen Elements Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the
weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8. Master of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or
. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage. 2 Orange. Failed Save: 12d6 Acid
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or
. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage. 2 Orange. Failed Save: 12d6 Acid
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Wilderness Survival The following rules come into play as the characters explore Ten-Towns and embark on adventures to the icy, windy, hellishly cold reaches of Icewind Dale. Avalanches The following
become separated from one another, which is why the wisest course of action is to stay put and wait for the blizzard to pass. If the characters travel during a blizzard, have the players designate one
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Multiples. You can also designate single cards to represent two, three, or four creatures instead of just one. This ensures weak creatures appear in numbers sufficient to challenge the party without
helps the characters fight the other creatures in an encounter. The friend might be the sole survivor of another adventuring party, a solitary traveler or recluse, or a benevolent monster like a flumph
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall
through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. 2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall
through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
scorching ray, shatter 9th fireball, wind wall 13th ice storm, wall of fire 17th cone of cold, wall of force Eldritch Cannon At 3rd level, you learn how to create a magical cannon. Using woodcarver’s
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
ray, shatter 9th fireball, wind wall 13th ice storm, wall of fire 17th cone of cold, wall of force Eldritch Cannon 3rd-level Artillerist feature Human Artillerist with Eldritch Cannon You’ve learned
has legs. Eldritch Cannons Cannon Activation Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw






