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Returning 35 results for 'burning barriers diffusing carved reality'.
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Spells
Player’s Handbook
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Monsters
Monster Manual
of each of its turns.
Chomp. The beholder makes two Bite attacks.
Glare. The beholder uses Eye Rays.Beholder Lairs
Beholders lurk in cavern complexes they’ve carved using their eye rays deep
Wisdom saving throw or gain no benefit from that rest.
Warping Terrain. Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test
Monsters
Icewind Dale: Rime of the Frostmaiden
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.From this usurped office, he coordinates all cult activities in Ten-Towns. It's a role he carved out for himself by asserting that
to do so.
For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning
Monsters
Icewind Dale: Rime of the Frostmaiden
fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality.
The tiefling has the secret support of the
. 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
this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz
Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzagrat. Graz’zt’s demonic influence radiates outward in a tangible ripple, warping reality
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
glance of his burning eyes, promising a mixture of pleasure and pain. A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each
Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Basic Rules (2014)
ye in trouble if I came out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lunarium (area U3). Lunar Crystals Shallow steps ascend to a dais at the center of each lunarium. A specially carved pillar atop the dais bears a lunar crystal. These lunar crystals were specially
created by the lunar dragon Orinix. These crystals are components for Teremini’s ritual, but they have no value or special properties. When the characters arrive, these daises are surrounded by barriers
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lunarium (area U3). Lunar Crystals Shallow steps ascend to a dais at the center of each lunarium. A specially carved pillar atop the dais bears a lunar crystal. These lunar crystals were specially
created by the lunar dragon Orinix. These crystals are components for Teremini’s ritual, but they have no value or special properties. When the characters arrive, these daises are surrounded by barriers
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lunarium (area U3). Lunar Crystals Shallow steps ascend to a dais at the center of each lunarium. A specially carved pillar atop the dais bears a lunar crystal. These lunar crystals were specially
created by the lunar dragon Orinix. These crystals are components for Teremini’s ritual, but they have no value or special properties. When the characters arrive, these daises are surrounded by barriers
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and
blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs — these common threads unite all dwarves.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and
blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs — these common threads unite all dwarves.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and
blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs — these common threads unite all dwarves.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and
blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs — these common threads unite all dwarves.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and
blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs — these common threads unite all dwarves.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and
blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs — these common threads unite all dwarves.
classes
Basic Rules (2014)
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
first iteration of physical reality, which was subsequently sundered into the innumerable realities that now make up the Material Plane. The first inhabitant of this First World was Sardior, a ruby
the destruction of the First World, Tiamat carved out a lair in Avernus, the first layer of the Nine Hells, where she commands a fearsome legion of followers. She maintains a courteous relationship
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
first iteration of physical reality, which was subsequently sundered into the innumerable realities that now make up the Material Plane. The first inhabitant of this First World was Sardior, a ruby
the destruction of the First World, Tiamat carved out a lair in Avernus, the first layer of the Nine Hells, where she commands a fearsome legion of followers. She maintains a courteous relationship
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
spellcasters to interact with the world’s underlying magical reality. In Arcavios, that fabric is knotted and tangled in some locations, creating a phenomenon called snarls. At these places, spells
answer a burning question in their mind. Some scholars believe each arch marks a place of great magic, such as the site of a great mage’s birth or the location of a time-lost spell. Other folk believe
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
spellcasters to interact with the world’s underlying magical reality. In Arcavios, that fabric is knotted and tangled in some locations, creating a phenomenon called snarls. At these places, spells
answer a burning question in their mind. Some scholars believe each arch marks a place of great magic, such as the site of a great mage’s birth or the location of a time-lost spell. Other folk believe
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
first iteration of physical reality, which was subsequently sundered into the innumerable realities that now make up the Material Plane. The first inhabitant of this First World was Sardior, a ruby
the destruction of the First World, Tiamat carved out a lair in Avernus, the first layer of the Nine Hells, where she commands a fearsome legion of followers. She maintains a courteous relationship
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
spellcasters to interact with the world’s underlying magical reality. In Arcavios, that fabric is knotted and tangled in some locations, creating a phenomenon called snarls. At these places, spells
answer a burning question in their mind. Some scholars believe each arch marks a place of great magic, such as the site of a great mage’s birth or the location of a time-lost spell. Other folk believe
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
roof. West of the double door are two unused merchant stalls with torn canopies. Tucked under some icy stairs in the northwest corner is a slender wooden hut with a crescent moon carved into its flimsy
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
roof. West of the double door are two unused merchant stalls with torn canopies. Tucked under some icy stairs in the northwest corner is a slender wooden hut with a crescent moon carved into its flimsy
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
roof. West of the double door are two unused merchant stalls with torn canopies. Tucked under some icy stairs in the northwest corner is a slender wooden hut with a crescent moon carved into its flimsy






