Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'burning burn defusing continue rules'.
Other Suggestions:
bring bard defusing continue runes
bring bard defusing continue rites
bring bard defusing continue rulers
bring been defusing continue runes
bring been defusing continue rites
Monsters
Monster Manual
", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage. Creatures and flammable objects in the Emanation start burning.
Fire Form. The elemental can move through a space as narrow as 1 inch without
moves in water or for every gallon of water splashed on it.Multiattack. The elemental makes two Burn attacks.
Burn. Melee Attack Roll: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
Magic Items
Dungeon Master’s Guide
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time
. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Test
Monsters
Icewind Dale: Rime of the Frostmaiden
he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
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
Candle of Invocation
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Neutral good
14-15
Lawful evil
16-17
Lawful neutral
18-20
Lawful good
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4
hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
While lit, the candle sheds
Monsters
Bigby Presents: Glory of the Giants
’ souls slowly burn away to fuel these newfound powers. Over time, the sensation of burning in the chest intensifies, driving these giants into a frenzy. The newly transformed Fiends quickly find
Monsters
Princes of the Apocalypse
, produce flame, thaumaturgy
1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield
2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
3rd level (3 slots
action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can’t cast the same spell two rounds in a row, although she can continue to concentrate on a
Backgrounds
Ghosts of Saltmarsh
burning river.
Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a
’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3
All for a Coin. I’ll do nearly anything if it
Magic Items
Quests from the Infinite Staircase
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
Lenses table. The gem lenses can’t be removed from the lantern.
As an action while holding the lantern, you can burn some of the lantern’s fuel to cast a spell (save DC 20) through one or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10);{"diceNotation":"4d10
allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zariel’s servants are universally effective, disciplined, and
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
. 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's Fiendish Folio Volume 1
continue their horrid life cycle.
An Unnatural Plague. Whole settlements along the frontier have been wiped out by plagues of assassin bugs. Without a quickly organized defense, even a single bug can
infested areas, guards patrol with burning brands and flaming swords, ready to set suspect dwellings ablaze. Fire is an effective destroyer of assassin bug maggots, and wild creatures observed running
Species
Mordenkainen Presents: Monsters of the Multiverse
Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which
fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score
Monsters
Princes of the Apocalypse
for new forests, plains, and kingdoms to burn.
Lair Actions
Imix is master of heat and flames in his vicinity. He can take lair actions on the Elemental Plane of Fire, or in any elemental fire node
be knocked prone, in addition to the normal damage for contact with molten rock.
A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until
Compendium
- Sources->Dungeons & Dragons->Monster Manual
damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it.
Actions
Multiattack. The elemental makes two Burn attacks.
Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning.
, burning cinders, and heated smoke. These beings are tangible despite largely being made of flames and particles, and they can uses their vague limbs to ignite foes and flammable materials. Fire elementals
Compendium
- Sources->Dungeons & Dragons->Monster Manual
damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it.
Actions
Multiattack. The elemental makes two Burn attacks.
Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning.
, burning cinders, and heated smoke. These beings are tangible despite largely being made of flames and particles, and they can uses their vague limbs to ignite foes and flammable materials. Fire elementals
Compendium
- Sources->Dungeons & Dragons->Monster Manual
damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it.
Actions
Multiattack. The elemental makes two Burn attacks.
Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning.
, burning cinders, and heated smoke. These beings are tangible despite largely being made of flames and particles, and they can uses their vague limbs to ignite foes and flammable materials. Fire elementals
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
illegal, the Burning Ring moves around the ward. Competitors are armed but unarmored; matches continue until a contestant yields, but fatalities do happen.
well as gambling halls, brothels, and spontaneous performances in the streets. Lower Menthis is also home to the Burning Ring, a fight club where spectators bet on amateur gladiators. Technically
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, brothels, and spontaneous performances in the streets. Lower Menthis is also home to the Burning Ring, a fight club where spectators bet on amateur gladiators. Technically illegal, the Burning Ring
moves around the ward. Competitors are armed but unarmored; matches continue until a contestant yields, but fatalities do happen.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
illegal, the Burning Ring moves around the ward. Competitors are armed but unarmored; matches continue until a contestant yields, but fatalities do happen.
well as gambling halls, brothels, and spontaneous performances in the streets. Lower Menthis is also home to the Burning Ring, a fight club where spectators bet on amateur gladiators. Technically
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, brothels, and spontaneous performances in the streets. Lower Menthis is also home to the Burning Ring, a fight club where spectators bet on amateur gladiators. Technically illegal, the Burning Ring
moves around the ward. Competitors are armed but unarmored; matches continue until a contestant yields, but fatalities do happen.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
illegal, the Burning Ring moves around the ward. Competitors are armed but unarmored; matches continue until a contestant yields, but fatalities do happen.
well as gambling halls, brothels, and spontaneous performances in the streets. Lower Menthis is also home to the Burning Ring, a fight club where spectators bet on amateur gladiators. Technically
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, brothels, and spontaneous performances in the streets. Lower Menthis is also home to the Burning Ring, a fight club where spectators bet on amateur gladiators. Technically illegal, the Burning Ring
moves around the ward. Competitors are armed but unarmored; matches continue until a contestant yields, but fatalities do happen.
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->Journeys through the Radiant Citadel
strong wind in 1 round. Flames burn in the forested area on either side of the 15-foot-wide road. Any creature who enters the burning forest must succeed on a DC 14 Constitution saving throw or take 10
(3d6) points of fire damage. The fire produces a great deal of smoke but will burn out in the wet forest in about 10 minutes. A character who succeeds on a DC 12 Intelligence (Nature) check realizes the flames won’t spread far.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
strong wind in 1 round. Flames burn in the forested area on either side of the 15-foot-wide road. Any creature who enters the burning forest must succeed on a DC 14 Constitution saving throw or take 10
(3d6) points of fire damage. The fire produces a great deal of smoke but will burn out in the wet forest in about 10 minutes. A character who succeeds on a DC 12 Intelligence (Nature) check realizes the flames won’t spread far.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
strong wind in 1 round. Flames burn in the forested area on either side of the 15-foot-wide road. Any creature who enters the burning forest must succeed on a DC 14 Constitution saving throw or take 10
(3d6) points of fire damage. The fire produces a great deal of smoke but will burn out in the wet forest in about 10 minutes. A character who succeeds on a DC 12 Intelligence (Nature) check realizes the flames won’t spread far.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
prefer to let the DM make a call and continue with the action. If you gloss over a rules issue in play, make a note of it (a good task to delegate to a player) and return to the issue later.
Rules Discussions You might need to set a policy on rules discussions at the table. Some groups don’t mind putting the game on hold while they hash out different interpretations of a rule. Others






