Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'burning barrier diffusing contains repeats'.
Other Suggestions:
burning barriers diffusing contacts retreats
burning barriers diffusing contained retreats
bring barriers diffusing contain repeats
bring barriers diffusing contacts repeats
burning barriers diffusing contacts repeats
Monsters
Forgotten Realms: Adventures in Faerûn
Frightened condition for 1 minute. While Frightened, the target’s Speed is 0 feet, and it repeats the save at the end of each of its turns, ending the effect on a success. Failure or Success: Karas
, Bhaal, and Myrkul has earned her the title Auspice of the Dead Three.Karas Chembryl’s Lair
Karas operates from a hideout deep beneath the city of Baldur’s Gate. The hideout contains
Spells
Elemental Evil Player's Companion
save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the
target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash.
Monsters
Mythic Odysseys of Theros
thereafter, the burning target repeats the saving throw. It takes 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Flames of Akros","rollDamageType":"fire"} fire damage on a failed save, and
Magic Items
Tasha’s Cauldron of Everything
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your
start of your next turn.
3
Elemental Essence Shard, Fire;Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and
Zariel
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
following effects:
The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise
Monsters
Icewind Dale: Rime of the Frostmaiden
. The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force.Cold, Fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
:
Hellscape. The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Pyres. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the
Magic Items
Quests from the Infinite Staircase
fuel: powdered gemstones placed in the lantern’s base. The lantern can hold a maximum of 10,000 gp worth of powdered gems, and it contains 9,000 gp of fuel when found. Thereafter it attempts to
burn 100 gp of fuel after each year passes, keeping the lantern burning for another year. If no fuel is available, the lantern’s flame goes out. You can add more fuel to the lantern as part of a
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M5. Engine Room This area contains the magical workings of the monastery’s engines. This massive chamber is filled with the deafening hum and roar of machinery. Piles of rough rock ore are spread
fed to the furnaces (most likely due to the characters freeing the prisoners here and breaking the Grand Master’s power) the engines begin to fail over a 24-hour period. When the furnaces stop burning
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M5. Engine Room This area contains the magical workings of the monastery’s engines. This massive chamber is filled with the deafening hum and roar of machinery. Piles of rough rock ore are spread
fed to the furnaces (most likely due to the characters freeing the prisoners here and breaking the Grand Master’s power) the engines begin to fail over a 24-hour period. When the furnaces stop burning
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M5. Engine Room This area contains the magical workings of the monastery’s engines. This massive chamber is filled with the deafening hum and roar of machinery. Piles of rough rock ore are spread
fed to the furnaces (most likely due to the characters freeing the prisoners here and breaking the Grand Master’s power) the engines begin to fail over a 24-hour period. When the furnaces stop burning
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Magic Items
Tasha’s Cauldron of Everything
gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
an accomplished gnome map merchant named Anaxi Zephries, known as “the Cartophile.” Information collected by Anaxi over the years has traced Kwalish’s route into the Barrier Peaks — at least up to the
point where his expedition was lost, despite its members’ formidable knowledge and skill. Working their own way into the Barrier Peaks, the characters eventually arrive at Kwalish’s first laboratory
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
an accomplished gnome map merchant named Anaxi Zephries, known as “the Cartophile.” Information collected by Anaxi over the years has traced Kwalish’s route into the Barrier Peaks — at least up to the
point where his expedition was lost, despite its members’ formidable knowledge and skill. Working their own way into the Barrier Peaks, the characters eventually arrive at Kwalish’s first laboratory
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
an accomplished gnome map merchant named Anaxi Zephries, known as “the Cartophile.” Information collected by Anaxi over the years has traced Kwalish’s route into the Barrier Peaks — at least up to the
point where his expedition was lost, despite its members’ formidable knowledge and skill. Working their own way into the Barrier Peaks, the characters eventually arrive at Kwalish’s first laboratory
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
others already in his possession. The gnome’s collection contains notes and an initial map from the early stages of Kwalish’s expedition into the Barrier Peaks. In exchange for allowing the
obsession. One of his ancestors took part in Kwalish’s lost expedition to find Daoine Gloine, the mythical city of the Barrier Peaks inhabited by “people of glass.” The gnome has long sought to learn the truth of the expedition’s demise.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
others already in his possession. The gnome’s collection contains notes and an initial map from the early stages of Kwalish’s expedition into the Barrier Peaks. In exchange for allowing the
obsession. One of his ancestors took part in Kwalish’s lost expedition to find Daoine Gloine, the mythical city of the Barrier Peaks inhabited by “people of glass.” The gnome has long sought to learn the truth of the expedition’s demise.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
others already in his possession. The gnome’s collection contains notes and an initial map from the early stages of Kwalish’s expedition into the Barrier Peaks. In exchange for allowing the
obsession. One of his ancestors took part in Kwalish’s lost expedition to find Daoine Gloine, the mythical city of the Barrier Peaks inhabited by “people of glass.” The gnome has long sought to learn the truth of the expedition’s demise.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Armoire. Standing against the south wall is a wooden armoire draped in cobwebs.
Treasure. The armoire contains the skeletal remains of a halfling adventurer who was trapped inside by giant spiders and
. Sticky Webs This room is full of thick, sticky webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). The webbing stretches all the way to areas 19d and 19e. Any tugging or burning
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Armoire. Standing against the south wall is a wooden armoire draped in cobwebs.
Treasure. The armoire contains the skeletal remains of a halfling adventurer who was trapped inside by giant spiders and
. Sticky Webs This room is full of thick, sticky webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). The webbing stretches all the way to areas 19d and 19e. Any tugging or burning
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Armoire. Standing against the south wall is a wooden armoire draped in cobwebs.
Treasure. The armoire contains the skeletal remains of a halfling adventurer who was trapped inside by giant spiders and
. Sticky Webs This room is full of thick, sticky webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). The webbing stretches all the way to areas 19d and 19e. Any tugging or burning
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Elemental Essence Shard Wondrous item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny
your next turn. 3 Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out. 4 Water. You create a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
on the pedestal is a spellbook that the rock gnomes of Gnomengarde share. Its cover describes its title as Magick of Gnomengarde (in Common and Gnomish), and it contains the wizard spells burning hands, detect magic, identify, mage armor, magic missile, shield, and sleep.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Elemental Essence Shard Wondrous item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny
your next turn. 3 Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out. 4 Water. You create a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
on the pedestal is a spellbook that the rock gnomes of Gnomengarde share. Its cover describes its title as Magick of Gnomengarde (in Common and Gnomish), and it contains the wizard spells burning hands, detect magic, identify, mage armor, magic missile, shield, and sleep.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
on the pedestal is a spellbook that the rock gnomes of Gnomengarde share. Its cover describes its title as Magick of Gnomengarde (in Common and Gnomish), and it contains the wizard spells burning hands, detect magic, identify, mage armor, magic missile, shield, and sleep.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Elemental Essence Shard Wondrous item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny
your next turn. 3 Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out. 4 Water. You create a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
low table is set up in this tent, which is heated by lamps burning whale oil and decorated with hunting trophies. Shaman’s Tent Another large tent is occupied by the shaman, who keeps a large
collection of medicinal herbs. Treasure. In addition to the medicinal herbs, the shaman’s tent contains 1d4 potions of healing in plain wooden vials sealed with corks made of animal fat, as well as a spell
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
low table is set up in this tent, which is heated by lamps burning whale oil and decorated with hunting trophies. Shaman’s Tent Another large tent is occupied by the shaman, who keeps a large
collection of medicinal herbs. Treasure. In addition to the medicinal herbs, the shaman’s tent contains 1d4 potions of healing in plain wooden vials sealed with corks made of animal fat, as well as a spell






