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Returning 35 results for 'churning roiling grasping to have requires'.
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Classes
Player’s Handbook
an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art
Monsters
Strixhaven: A Curriculum of Chaos
elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of perfect control, hoping that by doing so, they can accurately express what
is churning within their minds.
Prismari Scholars
The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry
Monsters
Strixhaven: A Curriculum of Chaos
the elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of perfect control, hoping that by doing so, they can accurately express
what is churning within their minds.
Prismari Scholars
The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ
Monsters
Bigby Presents: Glory of the Giants
.
Corrupting Hex (Requires Blood Rune). The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 16 Charisma saving throw or take 27 (6d8);{"diceNotation":"6d8
, suggestion, telekinesisPoisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a DC 16
Monsters
Out of the Abyss
initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that
starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion with
fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a communion with
fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a
communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the Sorcerer, a churning magic that can be passed down through generations. Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed
down through generations. Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Coiling Grasp Tattoo Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo has long intertwining designs. Tattoo Attunement. To attune to this item
becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Grasping Tendrils. While the tattoo is on your skin
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Dawnbringer Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment) Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sun Blade Weapon (Longsword), Rare (Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Nightmare A nightmare appears in a cloud of roiling smoke, its mane, tail, and hooves wreathed in flame. The creature’s unearthly black form moves with supernatural speed, vanishing in a cloud of
multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus’s wings, driving that noble creature to evil as it is transformed by dark
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Sun Blade Weapon (Longsword), Rare (Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Spell School Special Druidcraft Transmutation
Evocation — Fount of Moonlight Evocation C Freedom of Movement Abjuration — Giant Insect Conjuration C Grasping Vine Conjuration C Hallucinatory Terrain Illusion — Ice Storm Evocation — Locate Creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Spell School Special Druidcraft Transmutation
Evocation — Fount of Moonlight Evocation C Freedom of Movement Abjuration — Giant Insect Conjuration C Grasping Vine Conjuration C Hallucinatory Terrain Illusion — Ice Storm Evocation — Locate Creature
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
relevant events, so don’t worry about tracking which Strixhaven students are cursed. Murgaxor’s Orb Wondrous Item, Legendary (Requires Attunement)
Roiling green mist fills this glass orb, which the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. The cylinder is difficult terrain. Grasping Muck. Tendrils of roiling muck
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
face around the waterfalls requires a successful DC 12 Strength (Athletics) check. Those who fail the check fall 10 feet into the water. If more than one character falls, a swarm of quippers takes
mangrove trees. Twenty feet away, a young man with green skin walks atop the water, speaking softly while slowly circling two churning pillars of glowing green foam.
Tinjhorna the riverine (detailed at
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
churning with rough waters. In the surrounding fields, warriors and martial artists hone their skills. As you near, your mimir chimes as its eyes brim with a swirling, blue-green light.
The people of
100 gp for the ride, but he allows the characters free passage if one of them beats him in a sea-urchin-eating contest. This contest (see the “Contests” section) requires a participating character to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
requires the following steps: Dangerous Reaction. A character who succeeds on a DC 10 Wisdom (Medicine) or Intelligence (Nature) check realizes that destroying the membrane entirely would force the
regurgitation. Finding the Right Spot. Locating the proper place on the membrane that is neither too thick to puncture nor thin enough to tear requires a successful DC 16 Wisdom (Medicine or Perception
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Magic Item Descriptions The following magic items are presented in alphabetical order. Antimagic Armor Armor (Light, Medium, or Heavy), Very Rare (Requires Attunement) While wearing this armor, you
Armor of the Fallen Armor (Medium or Heavy), Uncommon (Requires Attunement) While wearing this armor, you can use it to cast either Speak with Dead or Animate Dead. Once the armor has cast a spell in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
door requires a successful DC 20 Strength (Athletics) check to open or close. The iron sconces are bolted to their niches and radiate faint auras of conjuration magic under the scrutiny of a detect
detect magic spell reveals an aura of conjuration magic around the archway, but nothing happens when something enters the mist While the archway is inactive, cold rock wall can be felt beyond the churning
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
churning cauldron of black clouds fills the sky as thunder peals and lightning flashes. Half buried in the cold dunes is a crumbling amphitheater adorned with statues, many of them broken, the rest
dealing 10 damage or more to the ceiling with a single attack or spell effect. The collapse renders the passage impassable until the sand and stone are cleared away, which requires 250 hours of work
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to be a roiling, dark rain cloud that has been contained somehow with lines and netting.
Two darklings (see appendix C) named Trinket and Bauble look after the balloon and lurk inside the cramped
. Repairing 1 hit point of damage to the basket requires 1 day and appropriate supplies, which can be salvaged from area D4 or taken from area B3. The balloon can’t be repaired, but as long as it has at
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
magical effects, and each one is associated with one of the schools of magic. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence
throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class. Grasping Arrow. When this
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
sealed with a puzzle that requires pushing the right letter tiles in sequence. A pushed letter makes its whole word sink into the door with a click. The door unlocks when the correct combination is input
them again. In the Coffin. Kevetta’s coffin still bears her name, but not her body. Instead, the coffin’s bottom is a roiling swirl of silvery-purple energy. Eldon confirms what the characters might
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is called: a coven has three members, they believe that good or evil magic returns upon its source threefold, and the casting of many spells requires the same words chanted three times.
Long ago
): entangle, speak with animals 2nd level (3 slots): flaming sphere, moonbeam, spike growth 3rd level (3 slots): call lightning, plant growth 4th level (3 slots): dominate beast, grasping vine 5th level
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must
succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. An eye opens on a solid surface within 60 feet of the