Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'burning bard dealing chasing remote'.
Other Suggestions:
bring bards daring chasing remote
burning bards delving chain remote
burning bards drawing chain remote
bring bards drawing chasing remote
burning bards delving casting remote
Classes
Player’s Handbook
the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness.
The Light Domain is associated with gods of truth, vigilance, beauty, insight, and
Light Domain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.
Light Domain Spells
Cleric Level
Spells
1st
burning hands, faerie fire
3rd
flaming sphere, scorching ray
5th
daylight, fireball
7th
guardian of faith, wall of fire
9th
flame strike, scrying
Monsters
Mythic Odysseys of Theros
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage
Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
Equipment
an open flame or some other source of Fire damage, the oil ignites. The ignited oil burns for two rounds, dealing 2d4 Fire damage to any creature or object who comes in contact with it, and an
additional 2d4 Fire damage to any creature that ends its turn while in contact with it. An ignited creature can douse the flames by using an action.
After burning for two rounds, being doused, or remaining unlit for 1 minute, War Oil dries up and ceases to be slippery or flammable.
magic-items
Dungeon Master’s Guide
and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
unexpected. You can’t use this property again until 3 days have passed.
Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
; Gimble, Notes from a Treasure Hunter
Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate
forest’s children by their deeds, habits, and other actions.
By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by
Monsters
Princes of the Apocalypse
immediately after dealing damage to him.
Fire Form. Imix can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass
be knocked prone, in addition to the normal damage for contact with molten rock.
A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an
, the hermit, and the sage.
The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, perhaps burning farmland and devouring livestock, demanding tribute from a village, or holding captives for ransom. Alternatively, a dragon might have established a new lair in the remote wilderness
of the fantasy genre revolve around dealing with a dragon who has become too monstrous and putting an end to the danger the dragon poses to peoples and civilizations. Three basic goals can provide the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, perhaps burning farmland and devouring livestock, demanding tribute from a village, or holding captives for ransom. Alternatively, a dragon might have established a new lair in the remote wilderness
of the fantasy genre revolve around dealing with a dragon who has become too monstrous and putting an end to the danger the dragon poses to peoples and civilizations. Three basic goals can provide the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, perhaps burning farmland and devouring livestock, demanding tribute from a village, or holding captives for ransom. Alternatively, a dragon might have established a new lair in the remote wilderness
of the fantasy genre revolve around dealing with a dragon who has become too monstrous and putting an end to the danger the dragon poses to peoples and civilizations. Three basic goals can provide the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Dead Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life to a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Dead Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life to a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Dead Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life to a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Dead Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life to a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Dead Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life to a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Dead Level 3 Necromancy (Bard, Cleric, Wizard) Casting Time: Action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance of life to a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the King’s Guard, the leader of a powerful druid circle, a quirky monk who lives in a remote mountaintop pagoda, a barbarian chieftain, a warlock living among nomads as a fortune-teller, or an
absentminded bard whose plays and poetry are known throughout the land. A character who agrees to training as a reward must spend downtime with the trainer (see chapter 6 for more information on downtime
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the King’s Guard, the leader of a powerful druid circle, a quirky monk who lives in a remote mountaintop pagoda, a barbarian chieftain, a warlock living among nomads as a fortune-teller, or an
absentminded bard whose plays and poetry are known throughout the land. A character who agrees to training as a reward must spend downtime with the trainer (see chapter 6 for more information on downtime
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the King’s Guard, the leader of a powerful druid circle, a quirky monk who lives in a remote mountaintop pagoda, a barbarian chieftain, a warlock living among nomads as a fortune-teller, or an
absentminded bard whose plays and poetry are known throughout the land. A character who agrees to training as a reward must spend downtime with the trainer (see chapter 6 for more information on downtime
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Staff of Charming Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm
more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
The staff regains 1d6 + 4
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Staff of Charming Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm
more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
The staff regains 1d6 + 4
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Staff of Charming Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm
more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
The staff regains 1d6 + 4
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
their turns until they find some way to secure themselves. If the Barn Door’s trajectory is altered enough to prevent it from reaching outer space, it crashes and explodes in a remote location of your
choosing, dealing 88 (16d10) bludgeoning damage plus 56 (16d6) fire damage to each creature aboard. If it reaches space, the tower begins to orbit the planet, as magical wards kick in to provide
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
peg and hook shop. After dealing with thugs sent to quiet Arla, the characters learn the location of Dran Enterprises’ secret headquarters, and can plan their infiltration. That headquarters is a
whose well-armed crew will finish the characters off in short order unless they make their way through the rigging unseen. A Dran Enterprises pirate crew under attack by undead at a remote dock. An
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Background Centuries ago, a family living in a remote water mill endured a string of unfortunate events. A malevolent spirit called Shemshime attached itself to the family and caused the “accidents
cautionary tale meant to warn people to keep their attention on their chores. When a traveling gnome bard heard the tale, he was so intrigued that he set the story down in the book, Shemshime’s Bedtime
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
peg and hook shop. After dealing with thugs sent to quiet Arla, the characters learn the location of Dran Enterprises’ secret headquarters, and can plan their infiltration. That headquarters is a
whose well-armed crew will finish the characters off in short order unless they make their way through the rigging unseen. A Dran Enterprises pirate crew under attack by undead at a remote dock. An
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
their turns until they find some way to secure themselves. If the Barn Door’s trajectory is altered enough to prevent it from reaching outer space, it crashes and explodes in a remote location of your
choosing, dealing 88 (16d10) bludgeoning damage plus 56 (16d6) fire damage to each creature aboard. If it reaches space, the tower begins to orbit the planet, as magical wards kick in to provide
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
peg and hook shop. After dealing with thugs sent to quiet Arla, the characters learn the location of Dran Enterprises’ secret headquarters, and can plan their infiltration. That headquarters is a
whose well-armed crew will finish the characters off in short order unless they make their way through the rigging unseen. A Dran Enterprises pirate crew under attack by undead at a remote dock. An
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
their turns until they find some way to secure themselves. If the Barn Door’s trajectory is altered enough to prevent it from reaching outer space, it crashes and explodes in a remote location of your
choosing, dealing 88 (16d10) bludgeoning damage plus 56 (16d6) fire damage to each creature aboard. If it reaches space, the tower begins to orbit the planet, as magical wards kick in to provide
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Background Centuries ago, a family living in a remote water mill endured a string of unfortunate events. A malevolent spirit called Shemshime attached itself to the family and caused the “accidents
cautionary tale meant to warn people to keep their attention on their chores. When a traveling gnome bard heard the tale, he was so intrigued that he set the story down in the book, Shemshime’s Bedtime






