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Returning 35 results for 'branches being diffusing centered rage'.
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Classes
Player’s Handbook
Trace the Roots and Branches of the Multiverse
Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes
Monsters
Forgotten Realms: Adventures in Faerûn
magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the
potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it
Monsters
Forgotten Realms: Adventures in Faerûn
Spellcasting to cast Thunderwave (level 2 version).
Unearth Ruins. The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet
, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a
Circle of Power
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly
Ancient Blue Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.
Thunderstorms rage around a legendary blue dragon’s
unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
A cloud of sand swirls about in a 20-foot-radius sphere centered on
Adult Blue Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.
Thunderstorms rage around a legendary blue dragon’s lair
unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a
Monsters
Keys from the Golden Vault
", "rollAction":"Cinder Spite"}. Charmayne creates a magical explosion of fire centered on a point she can see within 120 feet of herself. Each creature in a 20-foot-radius sphere centered on that point must
far as to murder her fellow councilor, Regine, while she slept.
As she came to realize the people of Ghalasine didn’t love her as they did the king, Charmayne became filled with rage. She used
Spells
Xanathar's Guide to Everything
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point
the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and
Monsters
Journeys through the Radiant Citadel
sphere centered on the tlexolotl must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Pyroclasm
lair or the eruption of its molten home—the lava-drenched brute emerges in a rage, rampaging forth until its belly is full and its volcano is quiet once more.
Despite a tlexolotl’s
Monsters
Bigby Presents: Glory of the Giants
all in Surtur’s name—the volcano rumbles and spews molten rage.
If intruders disturb its resting place, the Cradle of the Fire Scion;fire scion's cradle rises as a bipedal juggernaut of
-Shaking Movement. The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is
Monsters
Storm King's Thunder
their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.
Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined
stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can
Monsters
Bigby Presents: Glory of the Giants
to a djinni and is sometimes mistaken for one by adventurers.
Some tempest spirits cannot accept their new form and seek to undo the transformation in solitude. Others are overcome with rage and hew a
-foot-high cylinder centered on a point it can see within 120 feet of itself. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 10 (3d6
Monsters
Princes of the Apocalypse
Long Rest). Yan-C- Bin unleashes a terrible thundercrack in a 100-foot-radius sphere centered on himself. All other creatures in the area must succeed on a DC 24 Constitution saving throw or take 31 (9d6
touch.
Gale force winds tear across the landscape in a 5-mile radius, whisking away small or light objects, dismantling roofs and fences, tearing branches from trees, and making flight impossible
Monsters
Fizban's Treasury of Dragons
their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to
greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a
Monsters
Fizban's Treasury of Dragons
under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city
.
Bite. The greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed
Monsters
Fizban's Treasury of Dragons
glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a
actions.
Bite. The greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must
Monsters
Bigby Presents: Glory of the Giants
rage.
If intruders disturb its resting place, the fire scion’s cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion&rsquo
within 120 feet of itself. Each creature in a 20-foot-radius, 50-foot-high cylinder centered on that point must succeed on a DC 21 Dexterity saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Lava Geyser", "rollDamageType":"fire"} fire damage.
Monsters
The Book of Many Things
"}. Malaxxix summons a vortex of whirling mezzoloths at a point it can see within 90 feet of itself. The vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other
intellect and self-centered agenda.
Malaxxix’s machinations are many, but it is most infamous for crafting cursed armaments and distributing them throughout the multiverse in the hope that they
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Monsters
Fizban's Treasury of Dragons
their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to
greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a
Monsters
Fizban's Treasury of Dragons
their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to
greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, armored reptile. A zaratan’s steps trigger shock waves severe enough to level structures. It expresses its rage through trumpeting calls and the occasional boulder or blast of debris it spews from
-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature
Monsters
Eberron: Rising from the Last War
different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12);{"diceNotation":"11d12
surrounding magic, from malevolent warlocks to mad wizards, from deadly curses to magical power that draws those who wield it deeper into darkness.
Sul Khatesh is subtler than the Rage of War. She
Monsters
Vecna: Eve of Ruin
summons shadowy, necrotic fire that fills a 20-foot-radius sphere centered on a point he can see within 90 feet of himself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 14
rage he murdered his brother, Sergei. Sergei’s betrothed, Tatyana, leapt from a tower to escape Strahd and vanished into the Mists rising around Barovia as Strahd slew everyone else in the castle
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
vanish. Level 6: Branches of the Tree Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World
of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses. Path of the Berserker NATHANIEL HIMAWAN Path of the Berserker Subclass Channel Rage into Violent Fury Barbarians who
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
vanish. Level 6: Branches of the Tree Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World
of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses. Path of the Berserker NATHANIEL HIMAWAN Path of the Berserker Subclass Channel Rage into Violent Fury Barbarians who
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
vanish. Level 6: Branches of the Tree Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World
of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses. Path of the Berserker NATHANIEL HIMAWAN Path of the Berserker Subclass Channel Rage into Violent Fury Barbarians who
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
trident, with a shark’s tail instead of legs. Four iron torch brackets are bolted to the damp walls, which are covered with peeling plaster and set with colorful coral branches and starfish. A narrow
centered on it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) thunder damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
included above.) Barbarian Class Features Level 1: Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action
if you aren’t wearing Heavy armor. You can enter your Rage three times. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
trident, with a shark’s tail instead of legs. Four iron torch brackets are bolted to the damp walls, which are covered with peeling plaster and set with colorful coral branches and starfish. A narrow
centered on it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) thunder damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
trident, with a shark’s tail instead of legs. Four iron torch brackets are bolted to the damp walls, which are covered with peeling plaster and set with colorful coral branches and starfish. A narrow
centered on it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) thunder damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. Grasses and Undergrowth
in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. Roots and Vines. At the end of each of your turns, one creature of your choice that is on the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends. Grasses and Undergrowth
in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. Roots and Vines. At the end of each of your turns, one creature of your choice that is on the






