Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 30 results for 'commune reciting glow to have required'.
Other Suggestions:
common reciting good to have require
common reciting grow to have require
common resting gold to have required
command resting good to have required
common reciting gold to have require
Monsters
Monster Manual
, and no Concentration or Temporary Hit Points required to maintain the spell)1/Day Each: Commune, Raise DeadRadiantDivine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Monsters
Quests from the Infinite Staircase
condition (escape DC 17). The vine vanishes when the target is no longer grappled, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the
resistance to all damage from the triggering spell.The Gardener is an archfey who adores the splendor of nature, the joy of song, and the glow of shared merriment. This ancient being once wandered the
Monsters
Fizban's Treasury of Dragons
rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns
dragon's lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time.
2
A young amethyst dragon and a githzerai zerth travel together, learning
spells
creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by
number of attacks equal to half this spell’s level (rounded down).
Allure (Glowing Lantern only). The sea serpent causes a lantern hanging from one of its fins to glow eerily. Wisdom Saving Throw
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3 Protection from Evil and Good, Shield of Faith 5 Aid, Zone of Truth 9 Beacon of Hope, Dispel Magic 13 Freedom of Movement, Guardian of Faith 17 Commune, Flame Strike Level 3: Sacred Weapon When
also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
. Characters can use the handholds, footholds, and shelf mushrooms to descend a pillar safely, or they can accomplish the same feat using climbing gear (no ability checks required in either case
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
surface is covered with gleaming mithral plates. Each alcove is brightly lit by the yellow glow of a small crystal dome embedded in its 8-foot-high ceiling.
Key Shapes. Set into the mithral-plated
damage. Using the Mithral Keys Six mithral keys are required to activate the chamber. Each conforms in shape to one of the six indentations in the walls, which are (from left to right, going clockwise
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Zone of Truth 9 Beacon of Hope, Dispel Magic 13 Freedom of Movement, Guardian of Faith 17 Commune, Flame Strike Level 3: Sacred Weapon When you take the Attack action, you can expend one use of your
feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura of Devotion You and your allies have Immunity to the Charmed
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of the Shepherd Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize
regains a number of hit points equal to half your druid level. Faithful Summons Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
key card (see the “Key Cards” section). The color of key card required for a drop tube entrance is noted in the area containing that drop tube (area S2, area S31, and area S47) and shown on that
possess the key card required to access the next lowest (or highest) level of the ship, it can exit the drop tube on the nearest level its key card allows access to. Key Cards Throughout the spaceship are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
. South of this location is a modest-sized room. What you can see of it is filled with rotting and decayed furnishings.
The mace will begin to glow with a bright golden light when it is picked up by
) inquiring about one of the references in the “Legend of the Tomb.” Note that something so simple as a commune spell will reveal that the demilich has not been destroyed.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the chapel is strewn with debris, and you hear a soft voice from within reciting a prayer. Suddenly, the prayer is blotted out by an inhuman scream that rises up from beneath the wooden floor.
The
. The trapdoor is swollen and stuck in its frame, so that a successful DC 12 Strength check is required to pull it open. Below it is a wooden staircase that descends 15 feet into the undercroft (area E5g
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wisdom (Perception) check. To set an appropriate DC for the check, see chapter 8. Opening a Secret Door. Once a secret door is detected, a successful Intelligence (Investigation) check might be required
by mundane means. It might be covered by a tapestry, covered with plaster, or (in the case of a concealed trapdoor) hidden under a rug. Normally, no ability check is required to find a concealed door
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Commune, Raise
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats the save, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to
. You have a Climb Speed equal to your Speed. Salmon. You have a Swim Speed equal to your Speed. Level 10: Nature Speaker You can cast the Commune with Nature spell but only as a Ritual. Wisdom is your
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
perpetually in full bloom. The reflecting pool is 1 foot deep. Sundial. The sundial here functions identically to the one in the hedge maze (area G21), but the leaves required to operate it don’t grow within
fruit.
At the far end of the room, a large, semicircular atrium contains a splashing fountain. The atrium’s soaring ceiling is transparent, letting the sky’s colorful twilight glow fill the hall. An
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
rock chimney leads up to level 2. It’s a 90-foot climb with plenty of handholds but several tricky, twisty spots; a successful DC 8 Strength (Athletics) check is required to ascend or descend it
chests aren’t locked. All together, they hold 2,000 cp, 730 sp, four gemstones (50 gp each), and a spell scroll of commune with nature. One of the chests also contains a cloth-wrapped, wooden mask
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it
poison needle. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(spell save DC 17):
At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to
maintain the spell)
1/Day Each: Commune, Raise Dead
Bonus Actions
Divine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
check required), hoping to gather more information about the characters or lead them into a trap. If asked to give its name, the awakened beast either comes up with a name on the fly or adopts a
Awakened Beast
1 Polar bear
2 Arctic fox (see appendix C)
3 Snowshoe hare (see appendix C)
4 Snowy owl
5 Reindeer (use the elk stat block) with glow-in-the-dark antlers that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
flame. Three flameskulls guard this room. They attack intruders on sight. The shaft in the ceiling is 10 feet wide and 20 feet long, with abundant handholds. No ability check is required to climb it
times, the dark gift vanishes. As soon as this dark gift is received, the beneficiary’s eyes glow a sickly yellow until the dark gift vanishes. The beneficiary also gains the following flaw: “If I help
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Arcanist deviants that taste freedom from the colony react in a variety of ways. Some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony
longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
worn smooth, rise from the center of this large cave. Baleful crimson light leaks from cracks in the jagged pillars, casting an eerie glow on the cave.
Four barlguras lair in this dimly lit cave. Each
explored the multiverse. Fungi from the Feywild and crystals harvested from the deepest reaches of the Astral Plane fuel the cave’s glow and anchor the planar magic that lingers here. Planar Displacement
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
reciting the rhyme, “Neither gleaming sword nor magic tome can soothe the soul like hearth and home.” This rhyme is known to Zorhanna, Eliphas, the winter wolves, and Paliset Hall’s staff. The fey
. A creature can’t simply teleport from the shard solitaire’s extradimensional space. A plane shift spell or similar magic is required. If Zorhanna obtains her spellbook, she can use it to prepare the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
trapped with a thrusting blade trap. Noticing the trap requires a successful DC 14 Intelligence (Investigation) check. A successful DC 15 Dexterity check is required to disarm the trap. Opening the
not attack the characters, even if it becomes aware of them. Interrupting the ritual, however, has dire consequences for everyone in the temple. Glowing Symbols. The wall designs glow with dim
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
by the orc eye of Gruumsh from area 9. 5. Orc Cave The walls and floor of this natural cave have been carefully smoothed. You can discern at least four routes leading off into darkness. Red coals glow
, the characters can recover any of her three flasks of alchemist’s fire that weren’t used. Secret Exit. A successful DC 12 Wisdom (Perception) check is required to find the secret door on the west wall
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) check sees that the undead are drawn to the dark glow of the captain’s magic hammer. If Torwyn throws the hammer overboard into the sea, half the zombies follow it, reducing the forces the characters must
-teller The fortune-teller asks for a donation. A character who drops one or more coins (no action required) gains advantage on their next d20 roll.
3 Weapons A creature on the barge can find and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
includes puffballs a foot across, weird shelf fungus growing on stalagmites, and large stalks and caps a good five feet tall. Some of the puffballs glow with an eerie green phosphorescence.
Two violet
ability check is required to scramble in or out of it. Characters in the channel can follow it from this room to the north or to the east, though the ceiling is only 5 feet high after the channel exits
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the region hears whispers from celestial beings or refrains of celestial choirs. The character can ask those voices one question as if using the commune spell. 49–54 Aberrations, fiends, and undead in
the region give off a crimson glow for 1 minute. The creatures shed dim light in a 10-foot radius, attacks against them have advantage if the attacker can see them, and the creatures can’t benefit from
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Far Realm to commune with their newfound god and perform their ritual. Oshundo knows they had some trouble erecting their gate to the Far Realm and doesn’t know how they solved that problem—likely by
senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the elder brain can terminate the link at any time (no action required). The