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Returning 35 results for 'conjured resolve grasping to have realms'.
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conquered remove granting to have realms
Monsters
Strixhaven: A Curriculum of Chaos
traditional material components. In battle, they flood their allies with vital essence, healing wounds and soothing ailments. Their foes face the wrath of nature itself, from grasping plants and
conjured poisonous vines to avatars of nature’s wrath.
These professors teach their students to focus on the growth side of the natural cycle of life and death and to avoid wasting resources. They
Monsters
Van Richten’s Guide to Ravenloft
Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle
. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature grappled at a time
Monsters
Van Richten’s Guide to Ravenloft
","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with
horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror
Monsters
Van Richten’s Guide to Ravenloft
.
Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping
Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature grappled at
Classes
Tasha’s Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to
Cyrrollalee
Halfling
Eldath
Forgotten Realms
Gaerdal Ironhand
Gnomish
Paladine
Dragonlance
Rao
Greyhawk
Classes
Tasha’s Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to
Cyrrollalee
Halfling
Eldath
Forgotten Realms
Gaerdal Ironhand
Gnomish
Paladine
Dragonlance
Rao
Greyhawk
Monsters
Van Richten’s Guide to Ravenloft
":"Corrosive Pseudopod","rollDamageType":"acid"} acid damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled
netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions
Monsters
Van Richten’s Guide to Ravenloft
damage.
Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature
might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You
Entangle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature
make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Arcane Hand
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Bigby's Hand
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
monsters
Magic Resistance The flying polyp has Advantage on saving throws against spells and other magical effects.Multiattack. The flying polyp makes up to four Grasping Tentacle attacks and uses Wind Blast
the stars, driven by some unknowable urge to leave the terrestrial realms behind.
Abandoned Domains. The flying polyps once gathered in great cities. They constructed vaults deep within the earth
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and
brute force isn’t enough to overwhelm their foes, barlguras can use demonic magic to conjure terrifying illusions and grasping vines. Most barlguras resemble nightmarish apes, and some bear exaggerated
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and
brute force isn’t enough to overwhelm their foes, barlguras can use demonic magic to conjure terrifying illusions and grasping vines. Most barlguras resemble nightmarish apes, and some bear exaggerated
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
for the group’s travels, and preserving the Vistani way of life. The Vistani have the power—some say gift—to travel through the mists that lead to forlorn realms within the Shadowfell known as the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
for the group’s travels, and preserving the Vistani way of life. The Vistani have the power—some say gift—to travel through the mists that lead to forlorn realms within the Shadowfell known as the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
remain within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or
spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
remain within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or
spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
destroyed, their flames igniting combustible materials nearby. Magmins might be conjured by magic-users to harry foes or might escape the Elemental Plane of Fire through portals or rifts that lead to
other realms. They’re attracted to places of intense heat, such as volcanoes and rivers of magma. If they can’t find such favored conditions, magmins eagerly burn structures or start wildfires to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
destroyed, their flames igniting combustible materials nearby. Magmins might be conjured by magic-users to harry foes or might escape the Elemental Plane of Fire through portals or rifts that lead to
other realms. They’re attracted to places of intense heat, such as volcanoes and rivers of magma. If they can’t find such favored conditions, magmins eagerly burn structures or start wildfires to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
teleported 5d20 miles in a random direction. Conjuration When conjuration magic churns within a storm’s heart, creatures of wind and rain emerge from distant realms to attack anything they encounter. The
danger. During the storm, any checks made to resolve hazards or manage the ship are made with disadvantage. Evocation These ferocious storms are wracked with thunderbolts, driving sheets of acid rain
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
teleported 5d20 miles in a random direction. Conjuration When conjuration magic churns within a storm’s heart, creatures of wind and rain emerge from distant realms to attack anything they encounter. The
danger. During the storm, any checks made to resolve hazards or manage the ship are made with disadvantage. Evocation These ferocious storms are wracked with thunderbolts, driving sheets of acid rain
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treasure. If dao are there, so is wealth worth hunting.
—Gundren Rockseeker, Dwarf Treasure Hunter
Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move
such treasures, dao might reveal underground mysteries, such as paths through the Underdark, buried ruins, or whole subterranean realms. Many dao call the Elemental Plane of Earth home. There, they
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treasure. If dao are there, so is wealth worth hunting.
—Gundren Rockseeker, Dwarf Treasure Hunter
Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move
such treasures, dao might reveal underground mysteries, such as paths through the Underdark, buried ruins, or whole subterranean realms. Many dao call the Elemental Plane of Earth home. There, they
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Patrons in the Realms The gods are far from the only forces at work in the Realms, and ambitious warlocks have many potential patrons able to offer them arcane power. The Archfey In the vast
wilderness of the Realms one can still find connections to the Feywild. These are fey crossings, places of mysterious natural beauty in the world that have a near-perfect mirror in the Feywild. You can pass
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Patrons in the Realms The gods are far from the only forces at work in the Realms, and ambitious warlocks have many potential patrons able to offer them arcane power. The Archfey In the vast
wilderness of the Realms one can still find connections to the Feywild. These are fey crossings, places of mysterious natural beauty in the world that have a near-perfect mirror in the Feywild. You can pass
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
those who are driven to fight for the way of peace. Peace Deities Example Deity Pantheon Angharradh Elven Berronar Truesilver Dwarven Boldrei Eberron Cyrrollalee Halfling Eldath Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
those who are driven to fight for the way of peace. Peace Deities Example Deity Pantheon Angharradh Elven Berronar Truesilver Dwarven Boldrei Eberron Cyrrollalee Halfling Eldath Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers
, instead of twice.
2 Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8) acid damage.
3 Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
his cunning;
A flash of his scarf, he’ll take off running.
Quick as a bolt, his long scarf trailing,
Gasping, grasping, you’ll end up flailing.
You’ll pout, you’ll moan, you’ll huff, you’ll sneer
(Intimidation) group check. If the group check succeeds, the brigands are cowed by the characters’ resolve and retreat into the swamp rather than risk getting whomped by the party. On a failed check, the