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Returning 35 results for 'bracers barriers diffusing command returner'.
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Monsters
Lost Laboratory of Kwalish
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
Monsters
Candlekeep Mysteries
spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3
2 Actions). The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can’t regain hit points
Monsters
Candlekeep Mysteries
","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Valin has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
Monsters
Waterdeep: Dungeon of the Mad Mage
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
Backgrounds
Guildmasters’ Guide to Ravnica
friends, message
1st
command, ensnaring strike
2nd
arcane lock, calm emotions, hold person
3rd
clairvoyance, counterspell
4th
compulsion, divination
5th
dominate person
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
No Boots of striding and springing Wondrous item Yes Boots of the winterlands Wondrous item Yes Bracers of archery Wondrous item Yes Brooch of shielding Wondrous item Yes Broom of flying Wondrous item
fish command Weapon Yes Wand of magic missiles Wand No Wand of the war mage, +1 Wand Yes (spellcaster) Wand of web Wand Yes (spellcaster) Weapon of warning Weapon Yes Weapon, +1 Weapon No Wind fan Wondrous item No Winged boots Wondrous item Yes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
command tug on heavy chains on the south side of the gate. To bypass the doors without opening them, yuan-ti malisons transform into snakes and slither through the holes at the bottom of the doors. A type 1
the pits with a standing jump or running jump (see the Player’s Handbook for jumping rules), provided there are no broodguards lined up along the far side. Treasure Nahth has a crocodile skin pouch containing 28 gp and wears gold ceremonial bracers sculpted to resemble bats (150 gp for the pair).
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
No Boots of striding and springing Wondrous item Yes Boots of the winterlands Wondrous item Yes Bracers of archery Wondrous item Yes Brooch of shielding Wondrous item Yes Broom of flying Wondrous item
fish command Weapon Yes Wand of magic missiles Wand No Wand of the war mage, +1 Wand Yes (spellcaster) Wand of web Wand Yes (spellcaster) Weapon of warning Weapon Yes Weapon, +1 Weapon No Wind fan Wondrous item No Winged boots Wondrous item Yes
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
No Boots of striding and springing Wondrous item Yes Boots of the winterlands Wondrous item Yes Bracers of archery Wondrous item Yes Brooch of shielding Wondrous item Yes Broom of flying Wondrous item
fish command Weapon Yes Wand of magic missiles Wand No Wand of the war mage, +1 Wand Yes (spellcaster) Wand of web Wand Yes (spellcaster) Weapon of warning Weapon Yes Weapon, +1 Weapon No Wind fan Wondrous item No Winged boots Wondrous item Yes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
command tug on heavy chains on the south side of the gate. To bypass the doors without opening them, yuan-ti malisons transform into snakes and slither through the holes at the bottom of the doors. A type 1
the pits with a standing jump or running jump (see the Player’s Handbook for jumping rules), provided there are no broodguards lined up along the far side. Treasure Nahth has a crocodile skin pouch containing 28 gp and wears gold ceremonial bracers sculpted to resemble bats (150 gp for the pair).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
command tug on heavy chains on the south side of the gate. To bypass the doors without opening them, yuan-ti malisons transform into snakes and slither through the holes at the bottom of the doors. A type 1
the pits with a standing jump or running jump (see the Player’s Handbook for jumping rules), provided there are no broodguards lined up along the far side. Treasure Nahth has a crocodile skin pouch containing 28 gp and wears gold ceremonial bracers sculpted to resemble bats (150 gp for the pair).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. “I seek to bring about the end of this world and rule the next one.”
Bond. “The yuan-ti of Chult are mine to command. They will help me rule an empire.”
Flaw. “I will do anything and betray
anyone to save myself.”
Ras Nsi
Medium monstrosity (shapechanger, yuan-ti), neutral evil
Armor Class 15 (bracers of defense)
Hit Points 127 (17d8 + 51) reduced to 107; subtract 1 for each day that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. “I seek to bring about the end of this world and rule the next one.”
Bond. “The yuan-ti of Chult are mine to command. They will help me rule an empire.”
Flaw. “I will do anything and betray
anyone to save myself.”
Ras Nsi
Medium monstrosity (shapechanger, yuan-ti), neutral evil
Armor Class 15 (bracers of defense)
Hit Points 127 (17d8 + 51) reduced to 107; subtract 1 for each day that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. “I seek to bring about the end of this world and rule the next one.”
Bond. “The yuan-ti of Chult are mine to command. They will help me rule an empire.”
Flaw. “I will do anything and betray
anyone to save myself.”
Ras Nsi
Medium monstrosity (shapechanger, yuan-ti), neutral evil
Armor Class 15 (bracers of defense)
Hit Points 127 (17d8 + 51) reduced to 107; subtract 1 for each day that
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
. This configuration enables all the goblinoids to swiftly rally and exit the camp en masse to meet an approaching threat. Command Center The camp’s warlord resides in the command center, which is a large
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
. This configuration enables all the goblinoids to swiftly rally and exit the camp en masse to meet an approaching threat. Command Center The camp’s warlord resides in the command center, which is a large
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Smoldering Armor 71–80 Sylvan Talon 81–90 Veteran’s Cane 91–00 Walloping Ammunition Armaments—Uncommon 1d100 Item 01–04 Adamantine Armor 05–08 Adamantine Weapon 09–13 Ammunition, +1 14–18 Bracers of
Fish Command 86–90 Weapon, +1 91–95 Weapon of Warning 96–00 Wraps of Unarmed Power, +1 Armaments—Rare 1d100 Item 01–03 Ammunition, +2 04–07 Armor, +1 08–10 Armor of Resistance 11–13 Armor of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Smoldering Armor 71–80 Sylvan Talon 81–90 Veteran’s Cane 91–00 Walloping Ammunition Armaments—Uncommon 1d100 Item 01–04 Adamantine Armor 05–08 Adamantine Weapon 09–13 Ammunition, +1 14–18 Bracers of
Fish Command 86–90 Weapon, +1 91–95 Weapon of Warning 96–00 Wraps of Unarmed Power, +1 Armaments—Rare 1d100 Item 01–03 Ammunition, +2 04–07 Armor, +1 08–10 Armor of Resistance 11–13 Armor of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
. This configuration enables all the goblinoids to swiftly rally and exit the camp en masse to meet an approaching threat. Command Center The camp’s warlord resides in the command center, which is a large
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Smoldering Armor 71–80 Sylvan Talon 81–90 Veteran’s Cane 91–00 Walloping Ammunition Armaments—Uncommon 1d100 Item 01–04 Adamantine Armor 05–08 Adamantine Weapon 09–13 Ammunition, +1 14–18 Bracers of
Fish Command 86–90 Weapon, +1 91–95 Weapon of Warning 96–00 Wraps of Unarmed Power, +1 Armaments—Rare 1d100 Item 01–03 Ammunition, +2 04–07 Armor, +1 08–10 Armor of Resistance 11–13 Armor of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wears a pair of golden bracers shaped like octopi (250 gp each) and a large silk vest studded with ten blue spinels (500 gp each). These baubles vanish with the marid when he returns to the Elemental
light and heat like a normal candle. The pole of angling looks like a 10-foot pole. While holding the pole, one can speak the command word (“Ichthyglug”) and transform it into a fishing pole with a hook
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wears a pair of golden bracers shaped like octopi (250 gp each) and a large silk vest studded with ten blue spinels (500 gp each). These baubles vanish with the marid when he returns to the Elemental
light and heat like a normal candle. The pole of angling looks like a 10-foot pole. While holding the pole, one can speak the command word (“Ichthyglug”) and transform it into a fishing pole with a hook
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wears a pair of golden bracers shaped like octopi (250 gp each) and a large silk vest studded with ten blue spinels (500 gp each). These baubles vanish with the marid when he returns to the Elemental
light and heat like a normal candle. The pole of angling looks like a 10-foot pole. While holding the pole, one can speak the command word (“Ichthyglug”) and transform it into a fishing pole with a hook
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm
harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.






