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Returning 35 results for 'breeze bard diffusing conquest restrained'.
Djinni
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Innate Spellcasting. The djinni’s innate
Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni
Monsters
Bigby Presents: Glory of the Giants
take 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Mud to Stone", "rollDamageType":"bludgeoning"} bludgeoning damage and have the restrained condition as the mud begins to turn to
led trolls in a campaign to win Annam’s favor by conquering the outer plane of Ysgard. The campaign’s aspirations of conquest quickly failed, but the raiders discovered a key feature of
Monsters
Bigby Presents: Glory of the Giants
throw. On a failed save, a creature takes 60 (11d10);{"diceNotation":"11d10", "rollType":"damage", "rollAction":"Lava Wave", "rollDamageType":"fire"} fire damage and has the restrained condition from
lava in its mighty hand and schemes to resume its ancient campaigns of conquest, preferably at the head of a fire giant army.
Regional Effects
The region surrounding a scion of Surtur is altered by
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Filled with a rage that channels the primal magic of the storm Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes Bard College of Glamour 3rd Wields the
beguiling, glorious magic of the Feywild Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess Bard College of Whispers 3rd Plants fear and doubt in the minds of others
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Filled with a rage that channels the primal magic of the storm Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes Bard College of Glamour 3rd Wields the
beguiling, glorious magic of the Feywild Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess Bard College of Whispers 3rd Plants fear and doubt in the minds of others
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
3rd Filled with a rage that channels the primal magic of the storm Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes Bard College of Glamour 3rd Wields the
beguiling, glorious magic of the Feywild Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess Bard College of Whispers 3rd Plants fear and doubt in the minds of others
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
:
Barbarian: Path of the Ancestral Guardian, Path of the Zealot
Bard: College of Glamour, College of Whispers
Druid: Circle of Dreams, Circle of the Shepherd
Fighter: Arcane Archer, Cavalier, Samurai
Monk: Way of the Drunken Master, Way of the Kensei, Way of the Sun Soul
Paladin: Oath of Conquest
Ranger: Gloom Stalker, Horizon Walker, Monster Slayer
Rogue: Mastermind, Scout, Swashbuckler
Sorcerer: Divine Soul, Shadow Magic, Storm Sorcery
Warlock: Celestial, Hexblade
Wizard: War Magic
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
:
Barbarian: Path of the Ancestral Guardian, Path of the Zealot
Bard: College of Glamour, College of Whispers
Druid: Circle of Dreams, Circle of the Shepherd
Fighter: Arcane Archer, Cavalier, Samurai
Monk: Way of the Drunken Master, Way of the Kensei, Way of the Sun Soul
Paladin: Oath of Conquest
Ranger: Gloom Stalker, Horizon Walker, Monster Slayer
Rogue: Mastermind, Scout, Swashbuckler
Sorcerer: Divine Soul, Shadow Magic, Storm Sorcery
Warlock: Celestial, Hexblade
Wizard: War Magic
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
:
Barbarian: Path of the Ancestral Guardian, Path of the Zealot
Bard: College of Glamour, College of Whispers
Druid: Circle of Dreams, Circle of the Shepherd
Fighter: Arcane Archer, Cavalier, Samurai
Monk: Way of the Drunken Master, Way of the Kensei, Way of the Sun Soul
Paladin: Oath of Conquest
Ranger: Gloom Stalker, Horizon Walker, Monster Slayer
Rogue: Mastermind, Scout, Swashbuckler
Sorcerer: Divine Soul, Shadow Magic, Storm Sorcery
Warlock: Celestial, Hexblade
Wizard: War Magic
Compendium
- Sources->Dungeons & Dragons->Monster Manual
swiftly as a breeze. They might be as serene as drifting clouds or as tempestuous as storms, but most djinn relish their freedom and desire to discover the wonders of the multiverse. Djinn often know many
effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with
Compendium
- Sources->Dungeons & Dragons->Monster Manual
swiftly as a breeze. They might be as serene as drifting clouds or as tempestuous as storms, but most djinn relish their freedom and desire to discover the wonders of the multiverse. Djinn often know many
effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with
Compendium
- Sources->Dungeons & Dragons->Monster Manual
swiftly as a breeze. They might be as serene as drifting clouds or as tempestuous as storms, but most djinn relish their freedom and desire to discover the wonders of the multiverse. Djinn often know many
effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
., passive Perception 13
Languages Auran
Challenge 11 (7,200 XP)
Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or
whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
., passive Perception 13
Languages Auran
Challenge 11 (7,200 XP)
Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or
whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
., passive Perception 13
Languages Auran
Challenge 11 (7,200 XP)
Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or
whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Spray Level 7 Evocation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
Eight rays of light flash from you in a 60-foot Cone. Each
Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Wall Level 9 Abjuration (Bard, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane of light forms a vertical opaque
. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage. 6 Indigo. Failed Save: The target has the Restrained
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Wall Level 9 Abjuration (Bard, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane of light forms a vertical opaque
. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage. 6 Indigo. Failed Save: The target has the Restrained
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Wall Level 9 Abjuration (Bard, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane of light forms a vertical opaque
. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage. 6 Indigo. Failed Save: The target has the Restrained
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Wall Level 9 Abjuration (Bard, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane of light forms a vertical opaque
. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage. 6 Indigo. Failed Save: The target has the Restrained
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prismatic Wall Level 9 Abjuration (Bard, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane of light forms a vertical opaque
. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage. 6 Indigo. Failed Save: The target has the Restrained
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prismatic Wall Level 9 Abjuration (Bard, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 10 minutes
A shimmering, multicolored plane of light forms a vertical opaque
. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage. 6 Indigo. Failed Save: The target has the Restrained
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
) check hears distant chittering. Light. None. The sunken floor of this huge hall is covered in dead insects, their dried shells shifting and whispering in a faint breeze. Dozens of demonic faces are
are set like oversized stepping stones.
Demonic Faces. The mouths of these relief carvings are the source of the magical breeze. Insect Floor. The floor is 2 feet below the level of the doors and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
) check hears distant chittering. Light. None. The sunken floor of this huge hall is covered in dead insects, their dried shells shifting and whispering in a faint breeze. Dozens of demonic faces are
are set like oversized stepping stones.
Demonic Faces. The mouths of these relief carvings are the source of the magical breeze. Insect Floor. The floor is 2 feet below the level of the doors and






