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Returning 35 results for 'brings bards diffusing centered recovery'.
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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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"1d6", "rollType":"recharge", "rollAction":"Soul Rend"}. The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18
appear in the Monster Manual) are particularly attracted to the presence of a devourer.
Devourers hunt Humanoids with the intent of consuming them body and soul. After a devourer brings a target to the
Staff of the Magi
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff
explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid
Monsters
Bigby Presents: Glory of the Giants
crystals. It brings the weight of the mountain down on the intruder’s head and unleashes an earsplitting roar that can collapse mine tunnels.
If the cradle is destroyed, the scion of Skoraeus
a shock wave through the ground in a 60-footradius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 24 Constitution saving throw or lose concentration.
Monsters
Planescape: Adventures in the Multiverse
vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC
wounded foes alive, sometimes indefinitely, to prolong their suffering. Even striking against a baernaloth brings misery—they can cause an attacker’s old wounds to painfully reopen. All the
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
point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8);{"diceNotation":"4d8", "rollType
down through the floor of the lower level, but the dragon’s magic warps space within the lair. Moving up past the upper level brings a creature to the lower level again, while moving down from
Monsters
Fizban's Treasury of Dragons
amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8
magic warps space within the lair. Moving up past the upper level brings a creature to the lower level again, while moving down from the lower level brings a creature to the upper level. A creature or
Monsters
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The increased Hit Die recovery ends immediately. The existing abundance of
Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.Cold, RadiantChange Shape. The dragon magically transforms into
Magic Items
Storm King's Thunder
breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can’t be discovered
in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Euryale discovers a wounded traveler in the Outlands and brings them to Cair Ophidian to recover. This guest remembers nothing from before Euryale found them, not even their name. Euryale asks the
characters to track down her guest’s identity while she monitors the guest’s recovery. Tie the identity of this guest—and the inevitable complications that arise—to the direction you want to take the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Euryale discovers a wounded traveler in the Outlands and brings them to Cair Ophidian to recover. This guest remembers nothing from before Euryale found them, not even their name. Euryale asks the
characters to track down her guest’s identity while she monitors the guest’s recovery. Tie the identity of this guest—and the inevitable complications that arise—to the direction you want to take the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Euryale discovers a wounded traveler in the Outlands and brings them to Cair Ophidian to recover. This guest remembers nothing from before Euryale found them, not even their name. Euryale asks the
characters to track down her guest’s identity while she monitors the guest’s recovery. Tie the identity of this guest—and the inevitable complications that arise—to the direction you want to take the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Heliod as Campaign Villain Whether Heliod is a villain from the beginning of the campaign or takes a villainous turn against his former champions, a campaign centered on Heliod’s arrogance and
peevishness brings the worst of the sun god’s qualities into focus. As a campaign villain, Heliod is most likely driven by his desire to assert his rulership over the other gods of the pantheon and his
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Heliod as Campaign Villain Whether Heliod is a villain from the beginning of the campaign or takes a villainous turn against his former champions, a campaign centered on Heliod’s arrogance and
peevishness brings the worst of the sun god’s qualities into focus. As a campaign villain, Heliod is most likely driven by his desire to assert his rulership over the other gods of the pantheon and his
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Heliod as Campaign Villain Whether Heliod is a villain from the beginning of the campaign or takes a villainous turn against his former champions, a campaign centered on Heliod’s arrogance and
peevishness brings the worst of the sun god’s qualities into focus. As a campaign villain, Heliod is most likely driven by his desire to assert his rulership over the other gods of the pantheon and his
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
particularly attracted to the presence of a devourer. Devourers hunt Humanoids with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s
creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an
, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an
, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an
, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
presence of a devourer. Tormentors of Souls. Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s
a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
particularly attracted to the presence of a devourer. Devourers hunt Humanoids with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s
creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
particularly attracted to the presence of a devourer. Devourers hunt Humanoids with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s
creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an
, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an
, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
presence of a devourer. Tormentors of Souls. Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s
a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an
, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly






