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Returning 35 results for 'burning breaks diffusing chain revered'.
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Equipment
to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to
As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an
Magic Items
Dungeon Master’s Guide
(Air);Air
Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)
Ring of Elemental Command (Earth);Earth
Earthquake (5 charges), Stone Shape (2
charges), Stoneskin (3 charges), Wall of Stone (3 charges)
Ring of Elemental Command (Fire);Fire
Burning Hands (1 charge), Fireball (2 charges), Fire Storm (4 charges), Wall of Fire (3 charges
Evoker
Legacy
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Monsters
Volo's Guide to Monsters
with spell attacks). The evoker has the following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor
): Bigby's hand,* cone of cold*
6th level (1 slot): chain lightning,* wall of ice*
*Evocation spell
Sculpt Spells. When the evoker casts an evocation spell that forces other creatures it can see to make
Hunting Trap
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an
Drow Favored Consort
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
following wizard spells prepared:
Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost
1st level (4 slots): burning hands, mage armor, magic missile, shield
2nd level (3
6th level (1 slot): chain lightning
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
War Magic. When
Juiblex
Legacy
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Monsters
Out of the Abyss
remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
. 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength
Ring of Elemental Command
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).
Ring of Earth Elemental Command. You can expend 2 of the ring’s
ring, you gain access to the following additional properties:
You are immune to fire damage.
You can cast the following spells from the ring, expending the necessary number of charges: burning
Backgrounds
Guildmasters’ Guide to Ravnica
Equipment: A Rakdos insignia, a musical instrument (one of your choice), a costume, a hooded lantern made of wrought iron, a 10-foot length of chain with sharply spiked links, a tinderbox, 10 torches
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
points, and immunity to poison and psychic damage. If the chain breaks, both tomb guardians instantly go berserk.
their necks are connected by a spiked chain that stretches across the corridor.
The tomb guardians in the alcoves attack any creature that attacks them or tries to move past them. They are flesh
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
points, and immunity to poison and psychic damage. If the chain breaks, both tomb guardians instantly go berserk.
their necks are connected by a spiked chain that stretches across the corridor.
The tomb guardians in the alcoves attack any creature that attacks them or tries to move past them. They are flesh
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
points, and immunity to poison and psychic damage. If the chain breaks, both tomb guardians instantly go berserk.
their necks are connected by a spiked chain that stretches across the corridor.
The tomb guardians in the alcoves attack any creature that attacks them or tries to move past them. They are flesh
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
69. Mechanus Chain Hot wind tinged with the smell of burning oil blows down a forty-foot-diameter vertical shaft. Stone balconies protrude from the walls on opposite sides of this expanse, with the
and all lore with a lower DC: DC 10: Planar vortices are incredibly destructive. No one can expect to enter a vortex and survive. DC 15: The chain is called a Mechanus chain. Such chains are crafted by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
69. Mechanus Chain Hot wind tinged with the smell of burning oil blows down a forty-foot-diameter vertical shaft. Stone balconies protrude from the walls on opposite sides of this expanse, with the
and all lore with a lower DC: DC 10: Planar vortices are incredibly destructive. No one can expect to enter a vortex and survive. DC 15: The chain is called a Mechanus chain. Such chains are crafted by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
69. Mechanus Chain Hot wind tinged with the smell of burning oil blows down a forty-foot-diameter vertical shaft. Stone balconies protrude from the walls on opposite sides of this expanse, with the
and all lore with a lower DC: DC 10: Planar vortices are incredibly destructive. No one can expect to enter a vortex and survive. DC 15: The chain is called a Mechanus chain. Such chains are crafted by
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
one of its pincers to try to snip through the bathysphere’s rusty chain, doing so with a successful DC 20 Strength check. If the chain breaks, the bathysphere falls to the bottom of the River Styx
and remains there until salvaged. Once the glabrezu has taken three turns, Bazelsteen returns and scares the demon away if it hasn’t been defeated by then. If the bathysphere’s chain breaks, Bazelsteen
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
one of its pincers to try to snip through the bathysphere’s rusty chain, doing so with a successful DC 20 Strength check. If the chain breaks, the bathysphere falls to the bottom of the River Styx
and remains there until salvaged. Once the glabrezu has taken three turns, Bazelsteen returns and scares the demon away if it hasn’t been defeated by then. If the bathysphere’s chain breaks, Bazelsteen
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
one of its pincers to try to snip through the bathysphere’s rusty chain, doing so with a successful DC 20 Strength check. If the chain breaks, the bathysphere falls to the bottom of the River Styx
and remains there until salvaged. Once the glabrezu has taken three turns, Bazelsteen returns and scares the demon away if it hasn’t been defeated by then. If the bathysphere’s chain breaks, Bazelsteen
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shocking Grasp
True Strike
1st Level
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Fog
6th Level
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level
Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Arcane Gate
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Arcane Gate
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Arcane Gate
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shocking Grasp
True Strike
1st Level
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Fog
6th Level
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level
Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shocking Grasp
True Strike
1st Level
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Fog
6th Level
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level
Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots
level (1 slot): chain lightning,* wall of ice*
*Evocation spell
Sculpt Spells. When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots
level (1 slot): chain lightning,* wall of ice*
*Evocation spell
Sculpt Spells. When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
starved to death. The skeleton is clad in a chain shirt and wears a ring of swimming on one bony finger. Characters who search the armoire also find an explorer’s pack (minus water and rations). 19c
. 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
starved to death. The skeleton is clad in a chain shirt and wears a ring of swimming on one bony finger. Characters who search the armoire also find an explorer’s pack (minus water and rations). 19c
. 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->Tales from the Yawning Portal
following wizard spells prepared:
Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots
level (1 slot): chain lightning,* wall of ice*
*Evocation spell
Sculpt Spells. When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
starved to death. The skeleton is clad in a chain shirt and wears a ring of swimming on one bony finger. Characters who search the armoire also find an explorer’s pack (minus water and rations). 19c
. 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->Mordenkainen's Tome of Foes
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
on a DC 21 Strength check.
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) fire damage. Juiblex slimes a square area
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
on a DC 21 Strength check.
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) fire damage. Juiblex slimes a square area
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
on a DC 21 Strength check.
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) fire damage. Juiblex slimes a square area
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
on a DC 21 Strength check.
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) fire damage. Juiblex slimes a square area
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
on a DC 21 Strength check.
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) fire damage. Juiblex slimes a square area






