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Returning 35 results for 'consulting remaining guild to have radius'.
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consuming remaining gold to have radius
consulting remaining gold to have radius
consuming remaining guild to have radius
Spells
Player’s Handbook
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll
1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
1d10
Behavior for the Turn
1
The target doesn’t take an action, and it
Magic Items
Dungeon Master’s Guide
to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When
.
Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems
Monsters
Guildmasters’ Guide to Ravnica
Body","rollDamageType":"lightning"} lightning damage.
Illumination. The hybrid sheds bright light in a 10-foot radius and dim light for an additional 10 feet.Multiattack. The hybrid makes two attacks
the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name
Spells
Xanathar's Guide to Everything
four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
At
Monsters
Guildmasters’ Guide to Ravnica
. Roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Counterflux Overcast"} to determine the effect:
1–3. The blastseeker creates a 15-foot-radius invisible sphere centered on
itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects.
4–6. The blastseeker creates a 15-foot-radius
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: command
telepathy.Bludgeoning, Piercing, SlashingIllumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguishes the light.
Monsters
Waterdeep: Dungeon of the Mad Mage
. When the sword has no charges remaining, it loses this property.
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each
creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6);{"diceNotation":"10d6","rollType":"damage
Magic Items
Quests from the Infinite Staircase
bright light in a 60-foot radius and dim light for an additional 60 feet. Invisible creatures and objects are visible while in the lantern’s bright light.
While attuned to the lantern, you can
use a bonus action to dim the lantern, reducing the light to dim light in a 5-foot radius, or brighten the lantern back to its normal bright light radius.
Lenses. When found, the lantern’s
Spells
Elemental Evil Player's Companion
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following
Monsters
The Book of Many Things
", "rollType":"recharge", "rollAction":"All-Consuming Star"}. The hierophant conjures a manifestation of the All-Consuming Star: brilliant light and haunting screams that fill a 20-foot-radius sphere
remaining leaders choose an initiate to fill the position, preferring initiates from the oldest broods.
A new hierophant undergoes a rite similar to the rite of initiation, but only the other
Magic Items
Guildmasters’ Guide to Ravnica
, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.
The mortar has 4 charges for the following properties. It regains 1d4 expended
damage on a failed save, or half as much damage on a successful one.
Mizzium Bombard. You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high
Monsters
Guildmasters’ Guide to Ravnica
creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1
-radius sphere centered on a point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
Monsters
Guildmasters’ Guide to Ravnica
reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or
Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a
Monsters
Guildmasters’ Guide to Ravnica
creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1
-radius sphere centered on a point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7
Monsters
Princes of the Apocalypse
darkvision can’t see through the water, and light can’t illuminate it.
A freezing fog fills a 40-foot-radius sphere within 120 feet of Olhydra, lasting until initiative count 20 of the next
attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
Magic Items
Tomb of Annihilation
.
Destroying the Staff. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that
expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a
Swarm of Cranium Rats
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Illumination. As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional
number of feet equal to the chosen radius), or extinguish the light.
Innate Spellcasting (Psionics). The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more
Antilife Shell
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the
Staff of Swarming Insects
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
charges).
Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain
for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Helm of Brilliance
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
As long as the helm has
flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon
Staff of the Magi
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an
explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid
Staff of Power
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
two factions weakened them both. The mariners’ guild then sent a force ashore, and the remaining pirates were killed or driven off by the guild’ soldiers. The island, though now apparently abandoned
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
two factions weakened them both. The mariners’ guild then sent a force ashore, and the remaining pirates were killed or driven off by the guild’ soldiers. The island, though now apparently abandoned
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
magically talented settlers evolved into this teaching body. Selected citizens master their ancestors’ magic. Arcane academia also includes city service: guild consulting, Supreme Council escorts
the best interests of Morencia’s citizens at heart. The Navigator’s Guild. Deeply rooted in this guild’s history is the mystery of the Misty Reefs and the secrets of Morencian magic. The fusion of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Race and Class Each guild description in chapter 2 provides suggested races and classes for characters belonging to that guild. Some races have strong traditions that direct them toward certain
guilds, but exceptions exist. If you choose a class or a race that’s not typical for your guild, you might have trouble finding a role in the guild — or, more accurately, your superiors might have trouble
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of
each of its turns to determine its behavior for that turn, consulting the table below. 1d10 Behavior for the Turn 1 The target doesn’t take an action, and it uses all its movement to move. Roll 1d4
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of
each of its turns to determine its behavior for that turn, consulting the table below. 1d10 Behavior for the Turn 1 The target doesn’t take an action, and it uses all its movement to move. Roll 1d4
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Race and Class Each guild description in chapter 2 provides suggested races and classes for characters belonging to that guild. Some races have strong traditions that direct them toward certain
guilds, but exceptions exist. If you choose a class or a race that’s not typical for your guild, you might have trouble finding a role in the guild — or, more accurately, your superiors might have trouble
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
hunting guild might also hire the expertise of an adventuring party directly, consulting a wizard in matters of the arcane, or asking a ranger to guide them through a dense wilderness. Conversely
larger contracts that require their combined skills and cover their increased costs. Other guilds are a looser associations of lone wanderers who gather once a year in a dusty guild hall to share news
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of
each of its turns to determine its behavior for that turn, consulting the table below. 1d10 Behavior for the Turn 1 The target doesn’t take an action, and it uses all its movement to move. Roll 1d4
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Antilife Shell 5th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Antilife Shell 5th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from
Antilife Shell 5th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour A shimmering barrier extends out from you in a 10-foot