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Returning 35 results for 'burning being direction currently roaring'.
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Spells
Elemental Evil Player's Companion
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a
Etherealness
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything
, allowing you to move through objects you perceive on the plane you originated from.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Burning Slime
burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a
spells
You touch a quiver containing arrows or bolts, imbuing the ammunition currently in it with the spirit of a creature, plant, or fungus. For the duration, any creature hit (or in the case of &lsquo
;Hawk’, targeted) by one of the pieces of ammunition is subject to the effect of the spirit currently imbuing the quiver (see below), in addition to the attack’s normal effects. As a bonus
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for
after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Slippery Slime","rollDamageType":"fire"} fire damage.
Sticky
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Aganazzar’s Scorcher 2nd-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a red dragon’s scale) Duration: Instantaneous A line of roaring flame 30 feet long and 5 feet wide
emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Aganazzar’s Scorcher 2nd-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a red dragon’s scale) Duration: Instantaneous A line of roaring flame 30 feet long and 5 feet wide
emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Aganazzar’s Scorcher 2nd-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a red dragon’s scale) Duration: Instantaneous A line of roaring flame 30 feet long and 5 feet wide
emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Aganazzar’s Scorcher 2nd-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a red dragon’s scale) Duration: Instantaneous A line of roaring flame 30 feet long and 5 feet wide
emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Aganazzar’s Scorcher 2nd-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a red dragon’s scale) Duration: Instantaneous A line of roaring flame 30 feet long and 5 feet wide
emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Aganazzar’s Scorcher 2nd-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a red dragon’s scale) Duration: Instantaneous A line of roaring flame 30 feet long and 5 feet wide
emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
20. Queen of Dragons Chamber A roaring fireplace churns out heat and light at one end of this spacious, 30-foot-high chamber, the ceiling of which is buttressed by ten wooden pillars carved as
fireplace. Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
20. Queen of Dragons Chamber A roaring fireplace churns out heat and light at one end of this spacious, 30-foot-high chamber, the ceiling of which is buttressed by ten wooden pillars carved as
fireplace. Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
20. Queen of Dragons Chamber A roaring fireplace churns out heat and light at one end of this spacious, 30-foot-high chamber, the ceiling of which is buttressed by ten wooden pillars carved as
fireplace.
Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
20. Queen of Dragons Chamber A roaring fireplace churns out heat and light at one end of this spacious, 30-foot-high chamber, the ceiling of which is buttressed by ten wooden pillars carved as
fireplace. Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
20. Queen of Dragons Chamber A roaring fireplace churns out heat and light at one end of this spacious, 30-foot-high chamber, the ceiling of which is buttressed by ten wooden pillars carved as
fireplace.
Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
20. Queen of Dragons Chamber A roaring fireplace churns out heat and light at one end of this spacious, 30-foot-high chamber, the ceiling of which is buttressed by ten wooden pillars carved as
fireplace.
Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
roaring waterfall cascades down the tepui, and a well-trodden path twists toward it through the trees.
Upon passing through the portal, the characters arrive at the Ghost Orchid Tepui, a mysterious
Tepui no matter which direction they were headed. With a shriek, Nene encourages the characters to proceed down the path toward the tepui. He then flies up the side of the tepui and over the top.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
roaring waterfall cascades down the tepui, and a well-trodden path twists toward it through the trees.
Upon passing through the portal, the characters arrive at the Ghost Orchid Tepui, a mysterious
Tepui no matter which direction they were headed. With a shriek, Nene encourages the characters to proceed down the path toward the tepui. He then flies up the side of the tepui and over the top.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
roaring waterfall cascades down the tepui, and a well-trodden path twists toward it through the trees.
Upon passing through the portal, the characters arrive at the Ghost Orchid Tepui, a mysterious
Tepui no matter which direction they were headed. With a shriek, Nene encourages the characters to proceed down the path toward the tepui. He then flies up the side of the tepui and over the top.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
characters teleport to the sundial, they are greeted by the terrible sound of villagers screaming, a dragon roaring, and lightning bolts tearing houses to splinters. When they reach the edge of the garden
, they see the dragon swooping over the village and terrified villagers fleeing in every direction. A character with passive Perception of 14 or higher recognizes this dragon as Lennithon, the adult
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
characters teleport to the sundial, they are greeted by the terrible sound of villagers screaming, a dragon roaring, and lightning bolts tearing houses to splinters. When they reach the edge of the
garden, they see the dragon swooping over the village and terrified villagers fleeing in every direction. A character with a passive Perception score of 14 or higher recognizes this dragon as Lennithon
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
characters teleport to the sundial, they are greeted by the terrible sound of villagers screaming, a dragon roaring, and lightning bolts tearing houses to splinters. When they reach the edge of the
garden, they see the dragon swooping over the village and terrified villagers fleeing in every direction. A character with a passive Perception score of 14 or higher recognizes this dragon as Lennithon
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
characters teleport to the sundial, they are greeted by the terrible sound of villagers screaming, a dragon roaring, and lightning bolts tearing houses to splinters. When they reach the edge of the garden
, they see the dragon swooping over the village and terrified villagers fleeing in every direction. A character with passive Perception of 14 or higher recognizes this dragon as Lennithon, the adult
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
characters teleport to the sundial, they are greeted by the terrible sound of villagers screaming, a dragon roaring, and lightning bolts tearing houses to splinters. When they reach the edge of the garden
, they see the dragon swooping over the village and terrified villagers fleeing in every direction. A character with passive Perception of 14 or higher recognizes this dragon as Lennithon, the adult
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
characters teleport to the sundial, they are greeted by the terrible sound of villagers screaming, a dragon roaring, and lightning bolts tearing houses to splinters. When they reach the edge of the
garden, they see the dragon swooping over the village and terrified villagers fleeing in every direction. A character with a passive Perception score of 14 or higher recognizes this dragon as Lennithon
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
feet of each other, but they never touch. They don’t have consistent orientation, and thus “up” on one nodule might be a different direction on another. Characters arriving from the Briny Pool emerge
specific nodule they’ve already visited but isn’t currently visible, you can assume it comes into view after 1d6 days. Endless Void Nodules d8 Nearby Nodule 1 Crystal Dome 2 Empty Bridge 3 Mire of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
feet of each other, but they never touch. They don’t have consistent orientation, and thus “up” on one nodule might be a different direction on another. Characters arriving from the Briny Pool emerge
specific nodule they’ve already visited but isn’t currently visible, you can assume it comes into view after 1d6 days. Endless Void Nodules d8 Nearby Nodule 1 Crystal Dome 2 Empty Bridge 3 Mire of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
into the hostel, which caters to a mostly halfling clientele. With none of the other Shard Shunners currently present, the characters are greeted warmly by staff and patrons, who point them in the direction of the nearest bathhouse.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
steps: Using the poster map, identify the hex in which the party is currently located. Don’t share this information with the players if the party is lost; otherwise, show the players the party’s
location by pointing to the appropriate hex on their map of Chult. Let the players determine what direction the party wants to go, and whether the party plans to move at a normal pace, a fast pace, or a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Control Weather 8th-level transmutation Casting Time: 10 minutes Range: Self (5-mile radius) Components: V, S, M (burning incense and bits of earth and wood mixed in water) Duration: Concentration
weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Temperature Stage Condition 1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Control Weather Level 8 Transmutation (Cleric, Druid, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (burning incense)
Duration: Concentration, up to 8 hours
You take
. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
steps: Using the poster map, identify the hex in which the party is currently located. Don’t share this information with the players if the party is lost; otherwise, show the players the party’s
location by pointing to the appropriate hex on their map of Chult. Let the players determine what direction the party wants to go, and whether the party plans to move at a normal pace, a fast pace, or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
into the hostel, which caters to a mostly halfling clientele. With none of the other Shard Shunners currently present, the characters are greeted warmly by staff and patrons, who point them in the direction of the nearest bathhouse.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Control Weather 8th-level transmutation Casting Time: 10 minutes Range: Self (5-mile radius) Components: V, S, M (burning incense and bits of earth and wood mixed in water) Duration: Concentration
weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Temperature Stage Condition 1