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Returning 35 results for 'breaking blocks diffusing currently regions'.
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Etherealness
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to
, allowing you to move through objects you perceive on the plane you originated from.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If
Monsters
Icewind Dale: Rime of the Frostmaiden
thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Monsters
Icewind Dale: Rime of the Frostmaiden
stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she
has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
Auril instantly teleports to any location on the island. If the space she chooses as her
Monsters
Icewind Dale: Rime of the Frostmaiden
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
are affecting them currently.
Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to
Monsters
Eberron: Rising from the Last War
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also
soldiers and civilians alike, whose actions then weakened the overlord's bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied
Backgrounds
Baldur’s Gate: Descent into Avernus
usually gain access to friendly military encampments and fortresses where your rank is recognized.
BALDUR’S GATE FEATURE: CITY GUARD
You may choose to currently serve in either the Flaming
strong and like breaking things.
7
I have a crude sense of humor.
8
I face problems head-on. A simple, direct solution is the best path to success.
d6
Ideal
1
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Solamnia and their pursuit of a terrifying magical weapon. Beyond these chapters, appendices support the adventure with equipment, magic items, stat blocks, and other resources. A poster map of the continent of Ansalon is included, depicting the regions mentioned throughout and those beyond.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Solamnia and their pursuit of a terrifying magical weapon. Beyond these chapters, appendices support the adventure with equipment, magic items, stat blocks, and other resources. A poster map of the continent of Ansalon is included, depicting the regions mentioned throughout and those beyond.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Solamnia and their pursuit of a terrifying magical weapon. Beyond these chapters, appendices support the adventure with equipment, magic items, stat blocks, and other resources. A poster map of the continent of Ansalon is included, depicting the regions mentioned throughout and those beyond.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
are dressed with well-fitted stone blocks. Floors All floors are smooth, natural stone. Light None. The boxed text assumes the characters have light sources or darkvision. Stalagmites Found in many
spring boils over continuously, producing a surge that slams into a narrow funnel and sounds like breaking surf. Describe this sound to players on occasion; it should pique their curiosity and lure them toward its source—and consequently draw them deeper into the mine.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chaos Incarnate When Kas arrived in Pandesmos, he used the Rod of Seven Parts to force a hole in the sealed portal that blocks Miska from exiting the demiplane where he is trapped. The hole isn’t
stalemate and Kas cannot yet confront Vecna and co-opt the ritual. The characters have three options to stop Vecna and Kas: confront Kas in his cliffside redoubt, stop Miska from breaking free of his prison, or face Lolth’s commander at Hurricane Tower.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chaos Incarnate When Kas arrived in Pandesmos, he used the Rod of Seven Parts to force a hole in the sealed portal that blocks Miska from exiting the demiplane where he is trapped. The hole isn’t
stalemate and Kas cannot yet confront Vecna and co-opt the ritual. The characters have three options to stop Vecna and Kas: confront Kas in his cliffside redoubt, stop Miska from breaking free of his prison, or face Lolth’s commander at Hurricane Tower.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
are dressed with well-fitted stone blocks. Floors All floors are smooth, natural stone. Light None. The boxed text assumes the characters have light sources or darkvision. Stalagmites Found in many
spring boils over continuously, producing a surge that slams into a narrow funnel and sounds like breaking surf. Describe this sound to players on occasion; it should pique their curiosity and lure them toward its source—and consequently draw them deeper into the mine.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chaos Incarnate When Kas arrived in Pandesmos, he used the Rod of Seven Parts to force a hole in the sealed portal that blocks Miska from exiting the demiplane where he is trapped. The hole isn’t
stalemate and Kas cannot yet confront Vecna and co-opt the ritual. The characters have three options to stop Vecna and Kas: confront Kas in his cliffside redoubt, stop Miska from breaking free of his prison, or face Lolth’s commander at Hurricane Tower.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
are dressed with well-fitted stone blocks. Floors All floors are smooth, natural stone. Light None. The boxed text assumes the characters have light sources or darkvision. Stalagmites Found in many
spring boils over continuously, producing a surge that slams into a narrow funnel and sounds like breaking surf. Describe this sound to players on occasion; it should pique their curiosity and lure them toward its source—and consequently draw them deeper into the mine.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
19, and area 20), they are dressed with well-fitted stone blocks. Floors. All floors are smooth, natural stone. Light. None unless otherwise indicated. The boxed text assumes that the characters have
underground hot spring. That spring boils over continuously to produce a surge that slams into a narrow funnel, making a sound like breaking surf. Describe this sound to players on occasion. It will pique their curiosity and lure them toward its source, drawing them deeper into the mine as a consequence.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
19, and area 20), they are dressed with well-fitted stone blocks. Floors. All floors are smooth, natural stone. Light. None unless otherwise indicated. The boxed text assumes that the characters have
underground hot spring. That spring boils over continuously to produce a surge that slams into a narrow funnel, making a sound like breaking surf. Describe this sound to players on occasion. It will pique their curiosity and lure them toward its source, drawing them deeper into the mine as a consequence.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
19, and area 20), they are dressed with well-fitted stone blocks. Floors. All floors are smooth, natural stone. Light. None unless otherwise indicated. The boxed text assumes that the characters have
underground hot spring. That spring boils over continuously to produce a surge that slams into a narrow funnel, making a sound like breaking surf. Describe this sound to players on occasion. It will pique their curiosity and lure them toward its source, drawing them deeper into the mine as a consequence.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
(requiring you to choose a new one for yourself) Breaking a Contract The Feywild can punish a creature for breaking a fey contract, but the creature must be on the plane to be affected. The penalty
imposed on a creature who breaks a lesser contract can be removed by any magic that ends a curse; a wish spell is needed to remove the penalty for breaking a greater contract. The Breaking a Greater
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
(requiring you to choose a new one for yourself) Breaking a Contract The Feywild can punish a creature for breaking a fey contract, but the creature must be on the plane to be affected. The penalty
imposed on a creature who breaks a lesser contract can be removed by any magic that ends a curse; a wish spell is needed to remove the penalty for breaking a greater contract. The Breaking a Greater
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
somehow using faerzress to spread chaos and madness, the demon worshipers have begun conducting rituals to infect Gracklstugh. Intent on weakening the city and breaking the power of King Horgar
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
somehow using faerzress to spread chaos and madness, the demon worshipers have begun conducting rituals to infect Gracklstugh. Intent on weakening the city and breaking the power of King Horgar
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
somehow using faerzress to spread chaos and madness, the demon worshipers have begun conducting rituals to infect Gracklstugh. Intent on weakening the city and breaking the power of King Horgar
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
(requiring you to choose a new one for yourself) Breaking a Contract The Feywild can punish a creature for breaking a fey contract, but the creature must be on the plane to be affected. The penalty
imposed on a creature who breaks a lesser contract can be removed by any magic that ends a curse; a wish spell is needed to remove the penalty for breaking a greater contract. The Breaking a Greater
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
as they try to escape Kollema Hall; use one or more of the college apprentice stat blocks in chapter 7 to represent them. Any characters in the infirmary are among the first people the delirious
students turn against. Characters on the hall’s first and second floors who succeed on a DC 14 Wisdom (Perception) check hear shouting and breaking glass on the third floor. Soon after, the panicking
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
as they try to escape Kollema Hall; use one or more of the college apprentice stat blocks in chapter 7 to represent them. Any characters in the infirmary are among the first people the delirious
students turn against. Characters on the hall’s first and second floors who succeed on a DC 14 Wisdom (Perception) check hear shouting and breaking glass on the third floor. Soon after, the panicking
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
as they try to escape Kollema Hall; use one or more of the college apprentice stat blocks in chapter 7 to represent them. Any characters in the infirmary are among the first people the delirious
students turn against. Characters on the hall’s first and second floors who succeed on a DC 14 Wisdom (Perception) check hear shouting and breaking glass on the third floor. Soon after, the panicking
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Kalaman soldiers near the characters (see appendix B for both stat blocks). 2 Four Kalaman soldiers turn on their commander—in truth, these are four sivak draconians (see appendix B) disguised using
blocks). On the walls near the characters are three ballistae (detailed in the “Siege Equipment” section of the Dungeon Master’s Guide) and six Kalaman soldiers (see appendix B). The Dragon Army
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Kalaman soldiers near the characters (see appendix B for both stat blocks). 2 Four Kalaman soldiers turn on their commander—in truth, these are four sivak draconians (see appendix B) disguised using
blocks). On the walls near the characters are three ballistae (detailed in the “Siege Equipment” section of the Dungeon Master’s Guide) and six Kalaman soldiers (see appendix B). The Dragon Army






