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Returning 35 results for 'contained wind realities'.
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container wind realizes
confined wind realities
Magic Items
Princes of the Apocalypse
is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use.
Air Orb. When this orb detonates, it creates a powerful windstorm
that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
The Cauldron Caves A cave network extends into the snow-swept cliffs along the shore of Lac Dinneshere. This complex once contained a sacred hot spring where elderly frost giants came to end their
always hungry and likes to lick clean the bones of her “guests.” The four fishers from Easthaven are her latest victims. Features of the Caves The caves have the following recurring features: Moaning Wind
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
The Cauldron Caves A cave network extends into the snow-swept cliffs along the shore of Lac Dinneshere. This complex once contained a sacred hot spring where elderly frost giants came to end their
always hungry and likes to lick clean the bones of her “guests.” The four fishers from Easthaven are her latest victims. Features of the Caves The caves have the following recurring features: Moaning Wind
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special
elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour
Delerium Fragment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
juices. The varnish also protects against water damage. A svirfneblin archmage named Lesla Carrowil authored both spellbooks. The wizard spells contained in each book are listed below; feel free to swap
, identify, jump, Tasha’s hideous laughter, unseen servant
2nd level: alter self, blur, crown of madness, gust of wind, invisibility, knock, magic weapon, phantasmal force, spider climb
3rd level
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
juices. The varnish also protects against water damage. A svirfneblin archmage named Lesla Carrowil authored both spellbooks. The wizard spells contained in each book are listed below; feel free to swap
, identify, jump, Tasha’s hideous laughter, unseen servant
2nd level: alter self, blur, crown of madness, gust of wind, invisibility, knock, magic weapon, phantasmal force, spider climb
3rd level
Delerium Chip
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Delerium Geode
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Delerium Massive Cluster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
iron wires made from korred hair, and any character who knows the korreds’ special jig (see “Korred Dance” earlier in the chapter) can command the hair to wind itself around the marionettes’ jaws
items, these objects are contained in drawers at the base of the wardrobe. (Other treasures or items might be here as well, at your discretion.) Hanging on the back interior wall of the wardrobe is a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
iron wires made from korred hair, and any character who knows the korreds’ special jig (see “Korred Dance” earlier in the chapter) can command the hair to wind itself around the marionettes’ jaws
items, these objects are contained in drawers at the base of the wardrobe. (Other treasures or items might be here as well, at your discretion.) Hanging on the back interior wall of the wardrobe is a
Delerium Crystal
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Delerium Shard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Exploring the Gulch Dumathoin’s Gulch was once a dwarven mine, but the erosion of the stream exposed it to the sky. The mine contained a shrine to Dumathoin, and the power of that deity still infuses
key that must be used to wind the grenade before it can be activated (see the “Gnomengarde Grenade” sidebar for more information). Dabbledob is frozen with fear and is unable to act until the undead
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Exploring the Gulch Dumathoin’s Gulch was once a dwarven mine, but the erosion of the stream exposed it to the sky. The mine contained a shrine to Dumathoin, and the power of that deity still infuses
key that must be used to wind the grenade before it can be activated (see the “Gnomengarde Grenade” sidebar for more information). Dabbledob is frozen with fear and is unable to act until the undead
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
I’Cath is starkly apparent. Rows of decrepit, moldy homes merge to line endless, coiling avenues. The streets wind and double back, but eventually climb the rise at the city’s center, where the infamous
CHARACTERS
Characters from I’Cath have known wonder and want, and often have remarkable stories about how they left their homeland’s dual realities. The domain’s residents tend to have dark hair and a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Defense is recommended. (This is included above.) Level 1: Second Wind You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit
use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Defense is recommended. (This is included above.) Level 1: Second Wind You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit
use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
I’Cath is starkly apparent. Rows of decrepit, moldy homes merge to line endless, coiling avenues. The streets wind and double back, but eventually climb the rise at the city’s center, where the infamous
CHARACTERS
Characters from I’Cath have known wonder and want, and often have remarkable stories about how they left their homeland’s dual realities. The domain’s residents tend to have dark hair and a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering
Perception 9
Languages Common
Challenge 1/8 (25 XP)
Guiding Wind (Recharges after a Short or Long Rest). As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering
Perception 9
Languages Common
Challenge 1/8 (25 XP)
Guiding Wind (Recharges after a Short or Long Rest). As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Karkolohk Locations (K8-K13) K8. Goblin Huts Ramshackle huts cling precariously to the rock face, their rope ladders swaying with every gust of wind.
These huts are secured to the rock face with
or pay someone in Ten-Towns to cast the spell (see “Magic in Ten-Towns”). Unlocking the crate causes the gibbering mouther contained inside it to spill out. It attacks all other creatures indiscriminately. K13. Treasury This small room is empty.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
stretches meditating in the region around an ancient dragon’s lair, absorbing that lair’s ambient magic.
5 You found a scroll written in Draconic that contained inspiring new techniques.
6
feature again. Wings Unfurled 6th-Level Way of the Ascendant Dragon Feature When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in more detail, with additional information contained in the “Ironslag: General Features” sidebar. The Yakfolk Village Roster tables and the Forge Roster table summarize the hostile inhabitants of
responds to trouble in area 34 but otherwise remains here. Yakfolk Village Thick, gray clouds and howling wind make it easy for adventurers to approach the yakfolk village unseen and unheard. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Karkolohk Locations (K8-K13) K8. Goblin Huts Ramshackle huts cling precariously to the rock face, their rope ladders swaying with every gust of wind.
These huts are secured to the rock face with
or pay someone in Ten-Towns to cast the spell (see “Magic in Ten-Towns”). Unlocking the crate causes the gibbering mouther contained inside it to spill out. It attacks all other creatures indiscriminately. K13. Treasury This small room is empty.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in more detail, with additional information contained in the “Ironslag: General Features” sidebar. The Yakfolk Village Roster tables and the Forge Roster table summarize the hostile inhabitants of
responds to trouble in area 34 but otherwise remains here. Yakfolk Village Thick, gray clouds and howling wind make it easy for adventurers to approach the yakfolk village unseen and unheard. The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
stretches meditating in the region around an ancient dragon’s lair, absorbing that lair’s ambient magic.
5 You found a scroll written in Draconic that contained inspiring new techniques.
6
feature again. Wings Unfurled 6th-Level Way of the Ascendant Dragon Feature When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn
Equipment
and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash when
wood and inanimate plants are transformed into solid glass.
13–14
Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by an attack, a
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash
nearby wood and inanimate plants are transformed into solid glass.
13–14
Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by an attack
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash
nearby wood and inanimate plants are transformed into solid glass.
13–14
Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by an attack
Equipment
slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field, delerium shatters and crumbles into worthless ash when
nearby wood and inanimate plants are transformed into solid glass.
13–14
Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by an attack, a
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
conveyance devices ferry corpses from the examination slabs along a set of tracks in the floor to one of four exit chutes. The three chutes in the east wall wind to an autopsy room, a morgue, and
contained in the crypts (detailed below). Containment Crypts. Eight cylindrical glass crypts span the height of the vault. A permanent magic circle spell (save DC 15) in each tube prevents the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
conveyance devices ferry corpses from the examination slabs along a set of tracks in the floor to one of four exit chutes. The three chutes in the east wall wind to an autopsy room, a morgue, and
contained in the crypts (detailed below). Containment Crypts. Eight cylindrical glass crypts span the height of the vault. A permanent magic circle spell (save DC 15) in each tube prevents the