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Returning 35 results for 'burn being diffusing currents rules'.
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Monsters
Fizban's Treasury of Dragons
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
Backgrounds
Ghosts of Saltmarsh
’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3
All for a Coin. I’ll do nearly anything if it
value on friendship. (Any)
6
Daring. I am most happy when risking everything. (Any)
D6
BOND
1
My vessel was stolen from me, and I burn with the desire to
Species
Mordenkainen Presents: Monsters of the Multiverse
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the
Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Fire, both natural and magical, won’t burn within the garden. (False) 4 Sometimes people find their way into the garden, but most have little or no memory of it when they find their way out again. (True
) 5 The archmage Porphura isn’t dead at all. She lives still as a lich who rules the island in secret. (False) 6 Singing sea chanteys charms creatures in the garden. (True only for leprechauns; see
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rest Variants The rules for short and long rests presented in chapter 8 of the Player’s Handbook work well for a heroic-style campaign. Characters can go toe-to-toe with deadly foes, take damage to
compensate. Spellcasters using this system can afford to burn through spell slots quickly, especially at higher levels. Consider allowing spellcasters to restore expended spell slots equal to only half their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rest Variants The rules for short and long rests presented in chapter 8 of the Player’s Handbook work well for a heroic-style campaign. Characters can go toe-to-toe with deadly foes, take damage to
compensate. Spellcasters using this system can afford to burn through spell slots quickly, especially at higher levels. Consider allowing spellcasters to restore expended spell slots equal to only half their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rest Variants The rules for short and long rests presented in chapter 8 of the Player’s Handbook work well for a heroic-style campaign. Characters can go toe-to-toe with deadly foes, take damage to
compensate. Spellcasters using this system can afford to burn through spell slots quickly, especially at higher levels. Consider allowing spellcasters to restore expended spell slots equal to only half their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Fire, both natural and magical, won’t burn within the garden. (False) 4 Sometimes people find their way into the garden, but most have little or no memory of it when they find their way out again. (True
) 5 The archmage Porphura isn’t dead at all. She lives still as a lich who rules the island in secret. (False) 6 Singing sea chanteys charms creatures in the garden. (True only for leprechauns; see
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Fire, both natural and magical, won’t burn within the garden. (False) 4 Sometimes people find their way into the garden, but most have little or no memory of it when they find their way out again. (True
) 5 The archmage Porphura isn’t dead at all. She lives still as a lich who rules the island in secret. (False) 6 Singing sea chanteys charms creatures in the garden. (True only for leprechauns; see
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
lift. For a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
lift. For a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
lift. For a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
land is ruled by Pharaoh Ankhtepot, the immortal intermediary between the mortals and the gods. The pharaoh rules from his pyramid, Pharaoh’s Rest, in the City of the Dead. The people worship a
for removing the heart, draining the body of blood, and wrapping the remains in linen. These methods preserve the body so the pharaoh might call it to service. It is a crime to burn the dead. Akirrans
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
land is ruled by Pharaoh Ankhtepot, the immortal intermediary between the mortals and the gods. The pharaoh rules from his pyramid, Pharaoh’s Rest, in the City of the Dead. The people worship a
for removing the heart, draining the body of blood, and wrapping the remains in linen. These methods preserve the body so the pharaoh might call it to service. It is a crime to burn the dead. Akirrans
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
land is ruled by Pharaoh Ankhtepot, the immortal intermediary between the mortals and the gods. The pharaoh rules from his pyramid, Pharaoh’s Rest, in the City of the Dead. The people worship a
for removing the heart, draining the body of blood, and wrapping the remains in linen. These methods preserve the body so the pharaoh might call it to service. It is a crime to burn the dead. Akirrans
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
(see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
(see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
(see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
(such as that created by a fireball spell) does burn in a vacuum. Magical fire does not cause objects to burst into flame, however, because there is no air to make ignition possible.
Air Quality The
121, and the foul air turns deadly 120 days later. Deadly air is unbreathable. Any creature that tries to breathe deadly air begins to suffocate (see the rules on suffocation in the Player’s Handbook
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, thus easily fulfilled by his minions. Mogis wants to unmake the world through savagery. Let every polis fall and the works of mortals burn—everything comes to ruin in time, and Mogis believes that
abiding disrespect, verging on hatred, for Ephara and Karametra. Ephara’s neat, orderly cities are a delight to destroy, especially given her fussy, precise adherence to rules. Likewise, Ephara’s close
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, thus easily fulfilled by his minions. Mogis wants to unmake the world through savagery. Let every polis fall and the works of mortals burn—everything comes to ruin in time, and Mogis believes that
abiding disrespect, verging on hatred, for Ephara and Karametra. Ephara’s neat, orderly cities are a delight to destroy, especially given her fussy, precise adherence to rules. Likewise, Ephara’s close
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
(such as that created by a fireball spell) does burn in a vacuum. Magical fire does not cause objects to burst into flame, however, because there is no air to make ignition possible.
Air Quality The
121, and the foul air turns deadly 120 days later. Deadly air is unbreathable. Any creature that tries to breathe deadly air begins to suffocate (see the rules on suffocation in the Player’s Handbook
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
(such as that created by a fireball spell) does burn in a vacuum. Magical fire does not cause objects to burst into flame, however, because there is no air to make ignition possible.
Air Quality The
121, and the foul air turns deadly 120 days later. Deadly air is unbreathable. Any creature that tries to breathe deadly air begins to suffocate (see the rules on suffocation in the Player’s Handbook
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, thus easily fulfilled by his minions. Mogis wants to unmake the world through savagery. Let every polis fall and the works of mortals burn—everything comes to ruin in time, and Mogis believes that
abiding disrespect, verging on hatred, for Ephara and Karametra. Ephara’s neat, orderly cities are a delight to destroy, especially given her fussy, precise adherence to rules. Likewise, Ephara’s close
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
floor at the back of the cave. Although they’re made of ice, the webs are sticky (like frozen metal). They use the same rules as normal webs (see the “Dungeon Hazards” section in chapter 5 of the
Dungeon Master’s Guide) except that they are brittle and thus lack immunity to bludgeoning damage. Characters who smash or burn their way through the webs can reach the cocoons, of which there are three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
command, carries a potion of supreme healing, which she uses if she becomes grievously wounded. 7a. Arch Gate to Level 15 Light. Torches burn in iron brackets mounted to four pillars that support the 20
Gate. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute if a creature touches the arch with a six-fingered gauntlet. (Such an item can be
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Death House. Séance Robson Michel Sarusanda interrogates a deceased cult member to learn more about the activities in Death House Pungent sticks of incense burn around this room’s perimeter. Sarusanda
. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s introduction.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
arises, the seeming enemies cooperate to dispatch pretenders to their shared throne. Fiery Realm of Dark Delights The pair rules over Phlegethos, an expanse filled with immense volcanoes that expel
rivers of lava into a sea of molten rock. The fires that burn throughout Phlegethos seem to be sentient. They leap at intruders, appearing to take delight in setting creatures and objects aflame. At the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
floor at the back of the cave. Although they’re made of ice, the webs are sticky (like frozen metal). They use the same rules as normal webs (see the “Dungeon Hazards” section in chapter 5 of the
Dungeon Master’s Guide) except that they are brittle and thus lack immunity to bludgeoning damage. Characters who smash or burn their way through the webs can reach the cocoons, of which there are three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
command, carries a potion of supreme healing, which she uses if she becomes grievously wounded. 7a. Arch Gate to Level 15 Light. Torches burn in iron brackets mounted to four pillars that support the 20
Gate. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute if a creature touches the arch with a six-fingered gauntlet. (Such an item can be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Wealth. Heaps of coins in a secure vault is all I dream of. (Any) 2 Smuggler’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful) 3
many lies, I place a high value on friendship. (Any) 6 Daring. I am most happy when risking everything. (Any) Smuggler Bonds d6 Bond 1 My vessel was stolen from me, and I burn with the desire to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
arises, the seeming enemies cooperate to dispatch pretenders to their shared throne. Fiery Realm of Dark Delights The pair rules over Phlegethos, an expanse filled with immense volcanoes that expel
rivers of lava into a sea of molten rock. The fires that burn throughout Phlegethos seem to be sentient. They leap at intruders, appearing to take delight in setting creatures and objects aflame. At the






