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                        Returning 19 results for 'churning warding rules'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    !â section and tests students on their knowledge of scrivening and symbology, as expressed in glyph of warding spells. For more information about the rules used for Exams, see chapter 3.  Scribing magic is an important field of study at Strixhaven, as sloppiness can have strange effects
                                                
                                            
                                                
                                                    Scrivening and Symbology Exam: Glyph of Warding During their second year at Strixhaven, the characters are enrolled together in a course called Scrivening and Symbology, which is held in a lecture
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Dwarves and Dragonmarks The Mark of Warding appears on dwarves of House Kundarak, which had its origins as one of the clans of the Mror Holds. Kundarak dwarves live across Khorvaire while maintaining
                                                
                                            
                                                
                                                     dragonmarked house, it is obliged to remain neutral in the politics of all nations, including its homeland. As a result, Clan Kundarak is no longer represented on the Iron Council that rules the Mror
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Creating a Dragonmarked Character Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options: For humans and half-orcs, a dragonmark is a variant race
                                                
                                            
                                                
                                                     Bodyguards, mercenaries Shadow Phiarlan
 Thuranni
 Elf
 Elf
 Entertainment, espionage
 Entertainment, assassination
 Storm Lyrandar Half-elf Air and sea transportation Warding Kundarak Dwarf Banking, storage, prisons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     find the Cargo Deck filled with thick smoke. Rules for the smoke are as follows:  Smoke Inhalation. Any creature that needs to breathe must make a DC 10 Constitution saving throw whenever it starts its
                                                
                                            
                                                
                                                     fire, which Miken set using two spell scrolls (glyph of warding cast at 4th level and conjure minor elementals). The glyph of warding was triggered when Petty Officer Ryeback activated his portable
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     listed in the Sorcerer Features table. See the multiclassing rules in âCreating a Characterâ to determine your available spell slots.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     the Sorcerer, a churning magic that can be passed down through generations. Sorcerers donât learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to
                                                
                                            
                                                
                                                    . Gain the Sorcererâs level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    -covered spellbook contains all the spells he has prepared plus the following: confusion, counterspell, fabricate, feather fall, glyph of warding, magic weapon, seeming, and water breathing. If his
                                                
                                            
                                                
                                                    . Arch Gate. The arch is one of Halasterâs magic gates (see âGatesâ). Its rules are as follows: If a creature flies or levitates within 5 feet of the arch, the gate opens for 1 minute. Characters must be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     lamenting the burdens of being a father of nine, he is quick to point out that the charactersâ continued compliance with guild rules and regulations makes his rather difficult life âjust a bitty bit
                                                
                                            
                                                
                                                     establishment, she keeps her criticisms to herself. The characters can hire her to cast glyphs of warding on the place, for which she charges 300 gp apiece. TAVERN KEEPING EXPENSES
 This sidebar summarizes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     breath weapon actions allowed? A monster follows the normal opportunity attack rules, which specify that an attack of opportunity is one melee attack. That means a monster must choose a single melee
                                                
                                            
                                                
                                                     groups of creatures. However, its cloudkill is listed under Innate Spellcasting. Because of that, would a paladinâs Aura of Warding resist it? Yes, because cloudkill is a spell, Aura of Warding would be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     destroyed. Each door has AC 19, 40 hit points, a damage threshold of 10, and immunity to poison and psychic damage. Zox has cast a glyph of warding spell on every door. Each glyph is inscribed on the inside
                                                
                                            
                                                
                                                     in the west wall is one of Halasterâs magic gates (see âGatesâ). Its rules are as follows: The gate opens for 1 minute if a creature stands within 5 feet of the arch and either sings a D note or plays
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     constantly changes to ensure that characters within it remain separated and unable to find each other. Visibility within the maze is limited to 20 feet because of the churning fog. Spells that are altered
                                                
                                            
                                                
                                                     source of the gift cannot be confirmed without consulting a higher power, but the mark can be removed with a lesser restoration spell or similar magic. These gifts otherwise follow the rules for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     of the charactersâ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules. At your discretion, if the characters help Naxa return to her sister and
                                                
                                            
                                                
                                                     model with magical glowing dots that represent troop locations. The map shows the terrain within several miles, including Carapace Ridge to the west and the cliffside redoubt to the east. Churning smoke
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     available from alchemists in the Styes, being one of the districtâs more popular exports. Before running this final part of the adventure, make sure youâre familiar with the rules on underwater combat
                                                
                                            
                                                
                                                     Entrance. Sgothgahâs advanced magical knowledge has allowed it to set up dozens of wards to protect the temple, each treated as a casting of glyph of warding using the explosive runes option. All but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     who acts as a mayor for a small frontier town has the same kind of relationship with the populace as one who rules a continent-spanning nation. To Kugluk, the fiery breath of his âGreat Uncleâ is a
                                                
                                            
                                                
                                                    âand demanding treasure as tribute from nearby settlements. Their minions are menial servants, responsible for bringing them food, keeping them comfortable, tending to their lairs, and warding off
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     old comrade of Eliander. He is a stickler for the rules, and Eliander trusts him with his life. The jail in the cellar consists of two sections. A single large chamber holds drunks, brawling fishers
                                                
                                            
                                                
                                                     cambion and demigod who rules much of the distant north. Iuzâs realm does not produce enough food to feed all its citizens, so it relies on imports for the rest, and Saltmarsh is one of its major
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     slippery. (See chapter 5, âAdventure Environments,â in the Dungeon Masterâs Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
                                                
                                            
                                                
                                                    . Between them, a churning thundercloud thrashes with lightning. Thunder cracks, and cascades of tiny rocks tumble from above. Beneath the thunderhead stands a raised area splattered with the blood of many
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     Falls The dull roar of splashing, churning mud fills this cavern, the walls and ceiling of which are streaked with glittering veins of glowing violet crystal. A stream of mud pours through a gash in the
                                                
                                            
                                                
                                                     protective of the pool and attacks intruders. The mephits join in, but unlike the myrmidon, each one reduced to fewer than 10 hit points flees. See area G6 for rules about moving through the river of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     concealed behind a steel mask that bears a smiling visage. The simulacrum attacks anyone it doesnât recognize. Extreme Cold. The rules for extreme cold (see chapter 5 of the Dungeon Masterâs Guide) apply in
                                                
                                            
                                                
                                                    , geas, gentle repose, glyph of warding, hold monster, major image, mass suggestion, phantom steed, protection from evil and good, scrying, symbol, telekinesis, teleport, teleportation circle, Tenserâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     a storm of churning elements. Cradle of the Storm Scion Gargantuan Elemental, Typically Chaotic Good
 Armor Class 19 (natural armor)
 Hit Points 682 (35d20 + 315)
 Speed 40 ft., fly 60 ft. (hover
                                                
                                            
                                                
                                                     condition.
 Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) force damage.
 Bonus Actions
 Vengeful Storm (Recharge 6). The scion conjures a churning storm cloud in a
                                                
                                            
                                        






