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Returning 35 results for 'breaks burn diffusing creation restraint'.
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Classes
Tasha’s Cauldron of Everything
Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that
harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.
Classes
Tasha’s Cauldron of Everything
Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that
harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects.
The anarch casts the creation
composition. If the anarch moves more than 120 feet from the object, its concentration breaks.
The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless
of its composition. If the anarch moves more than 120 feet from the object, the anarch’s concentration breaks.
Move Object. The anarch can magically move an object it can see within 150 feet of
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"damage","rollAction":"Cone of Cold","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.
Create Ice Mephit (3/Day). Auril breaks off an
form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
people who can recall a life of unfettered exploration and free expression of form, but magic provides a means of regaining that power. The patience and restraint for which elves are well known
always those folk who burn with ambition. The path to power is never smooth. Anyone who tells you otherwise is a fool or an enemy.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
people who can recall a life of unfettered exploration and free expression of form, but magic provides a means of regaining that power. The patience and restraint for which elves are well known
always those folk who burn with ambition. The path to power is never smooth. Anyone who tells you otherwise is a fool or an enemy.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
people who can recall a life of unfettered exploration and free expression of form, but magic provides a means of regaining that power. The patience and restraint for which elves are well known
always those folk who burn with ambition. The path to power is never smooth. Anyone who tells you otherwise is a fool or an enemy.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Tanarukks A tanarukk is an abyssal creation infused with demonic power. Half demon, half orc, it wanders the world in a murderous haze. Its dimly glowing red eyes burn under thick, horn-like brows
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Tanarukks A tanarukk is an abyssal creation infused with demonic power. Half demon, half orc, it wanders the world in a murderous haze. Its dimly glowing red eyes burn under thick, horn-like brows
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Tanarukks A tanarukk is an abyssal creation infused with demonic power. Half demon, half orc, it wanders the world in a murderous haze. Its dimly glowing red eyes burn under thick, horn-like brows
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
cemetery are covered in white wildflowers and marked with simple wooden slabs. If the characters lay the talisman on Brastos’s grave, bury it in the soil over the grave, or burn it atop the grave, the wind
the words of the captain’s journal and destroy the talisman while aboard the ship. This also breaks the curse—the characters still feel something like a sigh in the air, fog rises up to engulf the wreck
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
cemetery are covered in white wildflowers and marked with simple wooden slabs. If the characters lay the talisman on Brastos’s grave, bury it in the soil over the grave, or burn it atop the grave, the wind
the words of the captain’s journal and destroy the talisman while aboard the ship. This also breaks the curse—the characters still feel something like a sigh in the air, fog rises up to engulf the wreck
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
cemetery are covered in white wildflowers and marked with simple wooden slabs. If the characters lay the talisman on Brastos’s grave, bury it in the soil over the grave, or burn it atop the grave, the wind
the words of the captain’s journal and destroy the talisman while aboard the ship. This also breaks the curse—the characters still feel something like a sigh in the air, fog rises up to engulf the wreck
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Purphoros’s Villains Though Purphoros’s ideals are shared by many, the methods he uses to advance them can be brutal. His belief that creation necessitates destruction, combined with his cavalier
) seeks inspiration in flames. The oreads leave Purphoros’s forge and conduct thorough studies of everything they burn.
Purphoros’s Monsters In addition to his followers, Purphoros is associated with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Purphoros’s Villains Though Purphoros’s ideals are shared by many, the methods he uses to advance them can be brutal. His belief that creation necessitates destruction, combined with his cavalier
) seeks inspiration in flames. The oreads leave Purphoros’s forge and conduct thorough studies of everything they burn.
Purphoros’s Monsters In addition to his followers, Purphoros is associated with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Purphoros’s Villains Though Purphoros’s ideals are shared by many, the methods he uses to advance them can be brutal. His belief that creation necessitates destruction, combined with his cavalier
) seeks inspiration in flames. The oreads leave Purphoros’s forge and conduct thorough studies of everything they burn.
Purphoros’s Monsters In addition to his followers, Purphoros is associated with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
among the gods, deeds of creation, past interactions with mortals, or battles between gods and other cosmic forces. Given the incomprehensible nature of the gods, these myths might not actually reveal
circumstances. A person might burn incense to a hearth or family deity at a kitchen altar in the morning, pray to a deity of the hunt while hunting in the afternoon, and join a communal harvest feast at the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fountains of Creation toward the Para-elemental Plane of Ash and pools into a great expanse of lava called the Sea of Fire, traversed by efreeti and azer sailors in great brass ships. Islands of
of desire. The cults of Elemental Evil represent fire at its worst: cruel and wantonly destructive. Cultists of Evil Fire seek the power to burn away the impurities of the world with volcanic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fountains of Creation toward the Para-elemental Plane of Ash and pools into a great expanse of lava called the Sea of Fire, traversed by efreeti and azer sailors in great brass ships. Islands of
of desire. The cults of Elemental Evil represent fire at its worst: cruel and wantonly destructive. Cultists of Evil Fire seek the power to burn away the impurities of the world with volcanic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fountains of Creation toward the Para-elemental Plane of Ash and pools into a great expanse of lava called the Sea of Fire, traversed by efreeti and azer sailors in great brass ships. Islands of
of desire. The cults of Elemental Evil represent fire at its worst: cruel and wantonly destructive. Cultists of Evil Fire seek the power to burn away the impurities of the world with volcanic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
among the gods, deeds of creation, past interactions with mortals, or battles between gods and other cosmic forces. Given the incomprehensible nature of the gods, these myths might not actually reveal
circumstances. A person might burn incense to a hearth or family deity at a kitchen altar in the morning, pray to a deity of the hunt while hunting in the afternoon, and join a communal harvest feast at the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
among the gods, deeds of creation, past interactions with mortals, or battles between gods and other cosmic forces. Given the incomprehensible nature of the gods, these myths might not actually reveal
circumstances. A person might burn incense to a hearth or family deity at a kitchen altar in the morning, pray to a deity of the hunt while hunting in the afternoon, and join a communal harvest feast at the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Lightly Obscured.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or have the Restrained condition until it breaks
laden with dry pollen and old animal carcasses. If the webs take Fire damage, the entire 20-foot Cube of webs ignites, and each creature Restrained by the webs takes 2d4 Fire damage. The webs then burn
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Lightly Obscured.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or have the Restrained condition until it breaks
laden with dry pollen and old animal carcasses. If the webs take Fire damage, the entire 20-foot Cube of webs ignites, and each creature Restrained by the webs takes 2d4 Fire damage. The webs then burn
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Lightly Obscured.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or have the Restrained condition until it breaks
laden with dry pollen and old animal carcasses. If the webs take Fire damage, the entire 20-foot Cube of webs ignites, and each creature Restrained by the webs takes 2d4 Fire damage. The webs then burn
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
prominent wall with a space nearby to burn a candle or some incense. Communing with the Gods Though many tales are told of times past when the gods appeared in physical form and walked the land
Waterdeep, this prohibition extends only to the creation of a temple and the presence of her priesthood within the city. Individual citizens or families who revere Talona might be viewed as misguided
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
prominent wall with a space nearby to burn a candle or some incense. Communing with the Gods Though many tales are told of times past when the gods appeared in physical form and walked the land
Waterdeep, this prohibition extends only to the creation of a temple and the presence of her priesthood within the city. Individual citizens or families who revere Talona might be viewed as misguided
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
prominent wall with a space nearby to burn a candle or some incense. Communing with the Gods Though many tales are told of times past when the gods appeared in physical form and walked the land
Waterdeep, this prohibition extends only to the creation of a temple and the presence of her priesthood within the city. Individual citizens or families who revere Talona might be viewed as misguided
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects. The anarch casts the creation spell (as a 9th-level spell
than 120 feet from the object, its concentration breaks. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects. The anarch casts the creation spell (as a 9th-level spell
than 120 feet from the object, its concentration breaks. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, piercing, and slashing damage from nonmagical attacks; and immunity to fire, poison, and psychic damage. When a strut drops to 0 hit points, it breaks and causes the other two struts to snap as the
DC 10 Dexterity saving throw or fall off it, plunging into the lava unless the creature is somehow secured. Unless likewise secured, any creature standing on an adamantine strut when the strut breaks
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects. The anarch casts the creation spell (as a 9th-level spell
than 120 feet from the object, its concentration breaks. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, piercing, and slashing damage from nonmagical attacks; and immunity to fire, poison, and psychic damage. When a strut drops to 0 hit points, it breaks and causes the other two struts to snap as the
DC 10 Dexterity saving throw or fall off it, plunging into the lava unless the creature is somehow secured. Unless likewise secured, any creature standing on an adamantine strut when the strut breaks
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, piercing, and slashing damage from nonmagical attacks; and immunity to fire, poison, and psychic damage. When a strut drops to 0 hit points, it breaks and causes the other two struts to snap as the
DC 10 Dexterity saving throw or fall off it, plunging into the lava unless the creature is somehow secured. Unless likewise secured, any creature standing on an adamantine strut when the strut breaks






