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Returning 35 results for 'broader being diffusing creature rebels'.
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Circle of Power
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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
creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or
Magic Items
Acquisitions Incorporated
observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the
, which you play back liberally
Whispered Encyclopedia
At rank 2, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action
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
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
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
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
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
throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
soul-bound dead. If a player chooses this option, the dead character returns to play with no changes. Syranna warns such characters that a soul-bound creature created in this way will die permanently
. Such characters might be Thayan Resurrection members anxious to join the fight against Szass Tam. The new character could have been a prisoner in the Doomvault, released to help the rebels. Regardless of origin, the character arrives with the necessary resources and information to join the party.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
soul-bound dead. If a player chooses this option, the dead character returns to play with no changes. Syranna warns such characters that a soul-bound creature created in this way will die permanently
. Such characters might be Thayan Resurrection members anxious to join the fight against Szass Tam. The new character could have been a prisoner in the Doomvault, released to help the rebels. Regardless of origin, the character arrives with the necessary resources and information to join the party.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
soul-bound dead. If a player chooses this option, the dead character returns to play with no changes. Syranna warns such characters that a soul-bound creature created in this way will die permanently
. Such characters might be Thayan Resurrection members anxious to join the fight against Szass Tam. The new character could have been a prisoner in the Doomvault, released to help the rebels. Regardless of origin, the character arrives with the necessary resources and information to join the party.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
Spellcasting. The drow casts one of the following spells
Battle Command. Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
following: This goblinoid figure is taller and broader than the other goblins you’ve encountered, and a gnarled crystal has split his skull open to reveal his brain. He turns, eyes and veins glowing an
crystalline psychic tendrils from his brain, targeting one creature that he can see within 30 feet of himself. The target must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) psychic damage
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any
evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Iron Mind By 7th level, you have honed your ability
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
Spellcasting. The drow casts one of the following spells
Battle Command. Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
following: This goblinoid figure is taller and broader than the other goblins you’ve encountered, and a gnarled crystal has split his skull open to reveal his brain. He turns, eyes and veins glowing an
crystalline psychic tendrils from his brain, targeting one creature that he can see within 30 feet of himself. The target must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) psychic damage
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
following: This goblinoid figure is taller and broader than the other goblins you’ve encountered, and a gnarled crystal has split his skull open to reveal his brain. He turns, eyes and veins glowing an
crystalline psychic tendrils from his brain, targeting one creature that he can see within 30 feet of himself. The target must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) psychic damage
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
Spellcasting. The drow casts one of the following spells
Battle Command. Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any
evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Iron Mind By 7th level, you have honed your ability
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any
evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Iron Mind By 7th level, you have honed your ability
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
peers through an observatory’s telescope. The clouds break, revealing the stars above. A creature casts a divination spell. On nights when I’m feeling especially lonely, I’ll search the sky for that
with renewed zeal. Undead in the region gain 13 (3d8) temporary hit points daily at dusk. 2 Balance. Each creature in the region intuitively knows the immunities, resistances, and vulnerabilities of any
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
peers through an observatory’s telescope. The clouds break, revealing the stars above. A creature casts a divination spell. On nights when I’m feeling especially lonely, I’ll search the sky for that
with renewed zeal. Undead in the region gain 13 (3d8) temporary hit points daily at dusk. 2 Balance. Each creature in the region intuitively knows the immunities, resistances, and vulnerabilities of any
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
peers through an observatory’s telescope. The clouds break, revealing the stars above. A creature casts a divination spell. On nights when I’m feeling especially lonely, I’ll search the sky for that
with renewed zeal. Undead in the region gain 13 (3d8) temporary hit points daily at dusk. 2 Balance. Each creature in the region intuitively knows the immunities, resistances, and vulnerabilities of any
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Light. Seeming to offer a measure of protective power, the pillars have magic designed to prolong the torment of those trapped here. When a creature touches a pillar, the room pulses with light, and that
creature gains 5 temporary hit points. Any slain gargoyle disappears when the light pulses, and a new statue appears in an empty alcove. This light pulses spontaneously once an hour, replenishing the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Light. Seeming to offer a measure of protective power, the pillars have magic designed to prolong the torment of those trapped here. When a creature touches a pillar, the room pulses with light, and that
creature gains 5 temporary hit points. Any slain gargoyle disappears when the light pulses, and a new statue appears in an empty alcove. This light pulses spontaneously once an hour, replenishing the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Light. Seeming to offer a measure of protective power, the pillars have magic designed to prolong the torment of those trapped here. When a creature touches a pillar, the room pulses with light, and that
creature gains 5 temporary hit points. Any slain gargoyle disappears when the light pulses, and a new statue appears in an empty alcove. This light pulses spontaneously once an hour, replenishing the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
is the inverted town of the Inverse. There, gravity pulls toward the surface, allowing rebels and outcasts to create a warped mirror of Automata where chaos reigns. Stairs leading between the Inverse
“Talking with Beltha” for details). Exposed Machinery. The area is filled with hazardous machinery that can catch creatures in its gears. A creature that starts its turn within 5 feet of these machines
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
is the inverted town of the Inverse. There, gravity pulls toward the surface, allowing rebels and outcasts to create a warped mirror of Automata where chaos reigns. Stairs leading between the Inverse
“Talking with Beltha” for details). Exposed Machinery. The area is filled with hazardous machinery that can catch creatures in its gears. A creature that starts its turn within 5 feet of these machines
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
is the inverted town of the Inverse. There, gravity pulls toward the surface, allowing rebels and outcasts to create a warped mirror of Automata where chaos reigns. Stairs leading between the Inverse
“Talking with Beltha” for details). Exposed Machinery. The area is filled with hazardous machinery that can catch creatures in its gears. A creature that starts its turn within 5 feet of these machines
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
addition, the creatures found aboard the ship are adept at hiding among the webs. As an action, any such creature can attempt Dexterity (Stealth) checks to hide from any character that it is more than
or higher, can spot the web. Otherwise, the first character through the doorway blunders into it and is restrained, as if they had been hit by a giant spider’s Web attack. If any creature is caught
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
addition, the creatures found aboard the ship are adept at hiding among the webs. As an action, any such creature can attempt Dexterity (Stealth) checks to hide from any character that it is more than
or higher, can spot the web. Otherwise, the first character through the doorway blunders into it and is restrained, as if they had been hit by a giant spider’s Web attack. If any creature is caught
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
addition, the creatures found aboard the ship are adept at hiding among the webs. As an action, any such creature can attempt Dexterity (Stealth) checks to hide from any character that it is more than
or higher, can spot the web. Otherwise, the first character through the doorway blunders into it and is restrained, as if they had been hit by a giant spider’s Web attack. If any creature is caught
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. The jar is used to record others’ stories and your own observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back
, and its skill proficiencies. Once you use this feature, you can’t use it again until you finish a long rest. You can use this feature only once on any creature. Whispered Encyclopedia At rank 2
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. The jar is used to record others’ stories and your own observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back
, and its skill proficiencies. Once you use this feature, you can’t use it again until you finish a long rest. You can use this feature only once on any creature. Whispered Encyclopedia At rank 2
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. The jar is used to record others’ stories and your own observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back
, and its skill proficiencies. Once you use this feature, you can’t use it again until you finish a long rest. You can use this feature only once on any creature. Whispered Encyclopedia At rank 2






