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Returning 35 results for 'burning blessed diffusing causing revered'.
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Spells
Player’s Handbook
makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature
’s space or collides with a solid object, the spell ends, and the bead explodes.
When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
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
so blessed is that oreads go out of their way to leave such sites alone.
Tales of Fire. The followers of Purphoros regard oreads with special reverence, as myths tell of cagey smiths befriending these
Classes
Dragonlance: Shadow of the Dragon Queen
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world’s three moons. On the world of Toril, the god Selû
glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.
Classes
Dragonlance: Shadow of the Dragon Queen
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world’s three moons. On the world of Toril, the god Selû
glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Magic of the Storm During the Sundering, a constant storm called the Great Rain covered the Sea of Fallen Stars, darkening the skies and causing massive floods. Thousands of people died from drowning
, lightning strikes, or bursts of wind that hit like fists and capsized ships. A few survivors of these events found themselves blessed or cursed with innate magic — storm sorcerers able to bend
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Magic of the Storm During the Sundering, a constant storm called the Great Rain covered the Sea of Fallen Stars, darkening the skies and causing massive floods. Thousands of people died from drowning
, lightning strikes, or bursts of wind that hit like fists and capsized ships. A few survivors of these events found themselves blessed or cursed with innate magic — storm sorcerers able to bend
Magic Items
Baldur’s Gate: Descent into Avernus
are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this
have disadvantage on attack rolls made within the weapon’s radius of bright light.
As a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Magic of the Storm During the Sundering, a constant storm called the Great Rain covered the Sea of Fallen Stars, darkening the skies and causing massive floods. Thousands of people died from drowning
, lightning strikes, or bursts of wind that hit like fists and capsized ships. A few survivors of these events found themselves blessed or cursed with innate magic — storm sorcerers able to bend
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
alchemical refineries and dangerous laboratories in Ramulai to take advantage of this resource. The waste from these industries fills the Burning River, named for the regularity with which the pollutants
within it ignite, causing the waters to burn with colored flames. These toxins sicken the people of Ramulai, cause transformations among the regional wildlife, and created the swampland known as the Brew.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
alchemical refineries and dangerous laboratories in Ramulai to take advantage of this resource. The waste from these industries fills the Burning River, named for the regularity with which the pollutants
within it ignite, causing the waters to burn with colored flames. These toxins sicken the people of Ramulai, cause transformations among the regional wildlife, and created the swampland known as the Brew.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
alchemical refineries and dangerous laboratories in Ramulai to take advantage of this resource. The waste from these industries fills the Burning River, named for the regularity with which the pollutants
within it ignite, causing the waters to burn with colored flames. These toxins sicken the people of Ramulai, cause transformations among the regional wildlife, and created the swampland known as the Brew.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarves The dwarf god Moradin forged the first dwarves in his great workshop, causing them to spring to life from inert metal when he cooled the heated castings with his breath. Since then, the
dwarves have revered Moradin and sought to follow in his footsteps. Through constant, steady work, they strive to emulate the perfect example set by the originator of the arts and skills the dwarves pursue
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarves The dwarf god Moradin forged the first dwarves in his great workshop, causing them to spring to life from inert metal when he cooled the heated castings with his breath. Since then, the
dwarves have revered Moradin and sought to follow in his footsteps. Through constant, steady work, they strive to emulate the perfect example set by the originator of the arts and skills the dwarves pursue
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarves The dwarf god Moradin forged the first dwarves in his great workshop, causing them to spring to life from inert metal when he cooled the heated castings with his breath. Since then, the
dwarves have revered Moradin and sought to follow in his footsteps. Through constant, steady work, they strive to emulate the perfect example set by the originator of the arts and skills the dwarves pursue
Compendium
- Sources->Dungeons & Dragons->Monster Manual
techniques while helping their mentors accomplish great works. Inferno masters have ambitious goals, such as causing massive volcanic eruptions, opening portals to burning planes, destroying Artifacts
, or burning all instances of something from the multiverse. Salamander Inferno Master Large Elemental, Neutral Evil
AC 18 Initiative +8 (18)
HP 256 (27d10 + 108)
Speed 40 ft., Climb 40 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
techniques while helping their mentors accomplish great works. Inferno masters have ambitious goals, such as causing massive volcanic eruptions, opening portals to burning planes, destroying Artifacts
, or burning all instances of something from the multiverse. Salamander Inferno Master Large Elemental, Neutral Evil
AC 18 Initiative +8 (18)
HP 256 (27d10 + 108)
Speed 40 ft., Climb 40 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
techniques while helping their mentors accomplish great works. Inferno masters have ambitious goals, such as causing massive volcanic eruptions, opening portals to burning planes, destroying Artifacts
, or burning all instances of something from the multiverse. Salamander Inferno Master Large Elemental, Neutral Evil
AC 18 Initiative +8 (18)
HP 256 (27d10 + 108)
Speed 40 ft., Climb 40 ft
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
burning. Hands of Havoc Fire Starter Small or Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2
+ 3) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 (1d6) fire damage at the start of each of its turns. Immediately after
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
burning. Hands of Havoc Fire Starter Small or Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2
+ 3) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 (1d6) fire damage at the start of each of its turns. Immediately after
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
burning. Hands of Havoc Fire Starter Small or Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2
+ 3) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 (1d6) fire damage at the start of each of its turns. Immediately after
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or
collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the stadium.
8 Recover a blessed trophy and award it to a contest’s rightful victor.
Arena Map The arena shown in map 4.5 has a ring of raised benches and private boxes around its sandy
amphitheater during a well-attended event.
3 A chariot racer (gladiator) poisons members of a rival team, causing them to fall asleep during competition.
4 A mage uses magic to spy on athletes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the stadium.
8 Recover a blessed trophy and award it to a contest’s rightful victor.
Arena Map The arena shown in map 4.5 has a ring of raised benches and private boxes around its sandy
amphitheater during a well-attended event.
3 A chariot racer (gladiator) poisons members of a rival team, causing them to fall asleep during competition.
4 A mage uses magic to spy on athletes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the stadium.
8 Recover a blessed trophy and award it to a contest’s rightful victor.
Arena Map The arena shown in map 4.5 has a ring of raised benches and private boxes around its sandy
amphitheater during a well-attended event.
3 A chariot racer (gladiator) poisons members of a rival team, causing them to fall asleep during competition.
4 A mage uses magic to spy on athletes
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
enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker
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
enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker
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
enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
framework for a monstrous dragon adventure: Stop the Attacks. A dragon is causing problems, and the only solution is to get rid of the dragon. The dragon might be terrorizing the area near the lair
, 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
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Blistercoil Weird A blistercoil weird is an anthropomorphic brute formed from water and molten rock. It absorbs energy from magical fire, causing its oozelike body to increase in size. During one
catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns.
Heated Body. A creature that touches the weird or hits it
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
framework for a monstrous dragon adventure: Stop the Attacks. A dragon is causing problems, and the only solution is to get rid of the dragon. The dragon might be terrorizing the area near the lair
, 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






