Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'continual water receives'.
Other Suggestions:
continues water receive
continue water receive
continue water received
continually water receive
continued water receive
Monsters
Mythic Odysseys of Theros
magic garment. A wearer who is attuned to the garment, as to a magic item, receives the favor of the gods in the form of a magical benefit. Use the Powers of the Fleece table to determine the property of
. The flowers wilt away after 1 hour.
5
Animal Affinity. Any non-evil wearer of the fleece can cast animal friendship once per day (save DC 13).
6
Abundance of Food. The wearer can cast create food and water once per day.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes two Lightning Sword
saving throw or be deafened until the end of its next turn.
Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere
Monsters
Van Richten’s Guide to Ravenloft
destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
): blur, flaming sphere
3rd level (1 slot): fireball
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it
Storm Giant Quintessent
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn.
The giant creates a 20-foot-radius sphere of fog (or murky water
within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
(Athletics) check to batter open from the inside. Floors. The floors are worked stone and covered with small puddles of water. Illumination. Sconces hold torches that have continual flame spells cast on them. The sconces are spaced at 20-foot intervals along the walls.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
hempen rope 2 mess kits Portable cooking surface 2 barrels of water
5 flasks of cooking oil 2 chests containing fresh foodstuffs Chest containing 150 days rations 5 lanterns with continual flame
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cleric Spells Cantrips (0 Level) Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
1st Level Bane
Bless
Command
Create or Destroy Water
Shield of Faith
2nd Level Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cleric Spells Cantrips (0 Level)
Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
1st Level
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
2nd Level
Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
successful DC 15 Strength check. Double doors have iron hinges and swing open in one direction or the other, like normal doors. Canals. The lakes and canals in this area have a water level about 5
finds that the sides are smooth and slippery. It is very hard to cling to the wall or to climb out, unless a quay is nearby. Light. Cultists illuminate areas they use frequently with continual flame
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Empty Bridge This location is presented on map 8.3. Mike Schley Map 8.3: Empty Bridge A river of dark water, thirty feet wide, flows around this floating nodule like a ring. A flat stone bridge
the churning river, which is 30 feet deep. An aboleth lurks in the water along with a water elemental minion. Trapped in the Far Realm long ago, the aboleth sequestered itself in this river to study
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
languages, detect magic, feather fall, find familiar, mage armor, magic missile, shield, unseen servant 25 gp Arcane lock, continual flame, darkvision, invisibility, magic weapon, misty step, rope trick
, suggestion 75 gp Clairvoyance, counterspell, dispel magic, fireball, fly, nondetection, water breathing 150 gp Arcane eye, fabricate, greater invisibility, ice storm, locate creature, polymorph 300 gp Bigby’s hand, cone of cold, modify memory 750 gp
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-ridden skulls. Carved into the lintel above the double door is a sconce sculpted to resemble a skeletal hand, with a continual flame spell cast in its palm.
Monsters. A pair of stalagmites flank the
the deepest arm of this otherwise empty cave. A search reveals three backpacks made of woven spiderwebs. Each pack contains a mess kit, 10 days of rations (dried mushrooms, moss, and boiled cockatrice eggs), 50 feet of spider silk rope, and a full water skin made from a lizard’s bladder.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
out through small holes inside. The water is cool and clean, and serves the githyanki as a source of fresh water. 7c. Knights’ Quarters Light. Resting on the floor is a glass lantern with a continual
glass lanterns with continual flame spells cast on them.
Wounded Githyanki. Four githyanki warriors are recovering from wounds inflicted on them by the mind flayers’ thralls. Each has 30 hit points
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Servant
2nd Level
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Cloud
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Fire Shield
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
taxes rendered to the city — although an egregious amount of trash left for pickup does result in a separate bill from the guild. Another amenity soon appreciated by visitors is Waterdeep’s water system
. With public fountains and wells all about the city, clean water is plentiful. Many buildings have pumps of their own to draw water from the local supply, and some even possess taps that pour out water
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
darkness. An iron ladder is bolted to one side of the shaft. The pungent smell of the sewers wafts up to your nose. A faint light is visible at the bottom, illuminating refuse-filled water. There is
characters descend to the floor, read: You stand shin-deep in sewer water, in a dimly lit tunnel. There’s a raised walkway on either side that gets you out of the smelly, muck-filled water. Small
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enchantment C Bless Enchantment C, M Command Enchantment — Create or Destroy Water Transmutation — Cure Wounds Abjuration — Detect Evil and Good Divination C Detect Magic Divination C, R Detect Poison
Continual Flame Evocation M Enhance Ability Transmutation C Find Traps Divination — Gentle Repose Necromancy R, M Hold Person Enchantment C Lesser Restoration Abjuration — Locate Object Divination C Prayer
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enchantment — Create or Destroy Water Transmutation — Cure Wounds Abjuration — Detect Magic Divination C, R Detect Poison and Disease Divination C, R Entangle Conjuration C Faerie Fire Evocation C Fog
Barkskin Transmutation — Beast Sense Divination C, R Continual Flame Evocation M Darkvision Transmutation — Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Find Traps Divination
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, and the sound around you is strangely muted. The dripping of water makes no echo, as if you stood in open air.
This place offers many hiding places for characters to lay in ambush. Faerzress
character must make a DC 14 Wisdom saving throw. On a success, the character feels only a mild discomfort. A character who rolls a natural 20 on the save receives flashes of the future, gaining the benefit of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
’ Quarters These ten rooms are furnished identically. Each contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that
, as well as an iron stove and a pump that draws water from a magically heated cistern on the roof. Off-duty cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enchantment — Create or Destroy Water Transmutation — Cure Wounds Abjuration — Detect Magic Divination C, R Detect Poison and Disease Divination C, R Entangle Conjuration C Faerie Fire Evocation C Fog
Barkskin Transmutation — Beast Sense Divination C, R Continual Flame Evocation M Darkvision Transmutation — Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Find Traps Divination
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Level 1 Cleric Spells Spell School Special Bane Enchantment C Bless Enchantment C, M Command Enchantment — Create or Destroy Water Transmutation — Cure Wounds Abjuration — Detect Evil and Good
/Deafness Transmutation — Calm Emotions Enchantment C Continual Flame Evocation M Enhance Ability Transmutation C Find Traps Divination — Gentle Repose Necromancy R, M Hold Person Enchantment C Lesser
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
without damaging the creature, the fleece can be made into a magic garment. A wearer who is attuned to the garment, as to a magic item, receives the favor of the gods in the form of a magical benefit. Use
per day (save DC 13).
6 Abundance of Food. The wearer can cast create food and water once per day.
(TERESE NIELSEN) Nyx-Fleece Ram
Medium monstrosity, unaligned
Armor Class 14 (natural
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
beneath the Trackless Sea, it isn’t entirely filled with water. The general features of the undersea stronghold are summarized here.
Air-Filled and Submerged Areas. Many chambers and corridors are
filled with air that is continuously and magically replenished On the map, air-filled areas are tinted purple. Some air-filled areas contain pools of water; a pool fills a depression in the floor and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stone columns. Continual flame spells cast on stone lampposts reflect off crystals embedded in the walls and ceiling, illuminating myriad fountains, waterfalls, streams, and pools. Water drips from
Darklake. The water isn’t fit for drinking. 3b. East Marketplace The svirfneblin and duergar markets are clustered on the east side of the trench. Most of their tents and stalls have been knocked
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
snare *
2nd Level aid
alter self
arcane lock
blur
continual flame
darkvision
enhance ability
enlarge/reduce
heat metal
invisibility
lesser restoration
levitate
magic mouth
(ritual)
magic weapon
protection from poison
pyrotechnics *
rope trick
see invisibility
skywrite * (ritual)
spider climb
web
3rd Level blink
catnap *
create food and water
dispel
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
drink
sanctuary
snare *
2nd Level aid
alter self
arcane lock
blur
continual flame
darkvision
enhance ability
enlarge/reduce
heat metal
invisibility
lesser restoration
food and water
dispel magic
elemental weapon
flame arrows *
fly
glyph of warding
haste
protection from energy
revivify
tiny servant *
water breathing (ritual)
water walk (ritual
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Arcane lock
Blur
Continual flame
Darkvision
Enhance ability
Enlarge/reduce
Heat metal
Invisibility
Lesser restoration
Levitate
Magic mouth (ritual)
Magic weapon
Protection from
poison
Pyrotechnics **
Rope trick
See invisibility
Skywrite ** (ritual)
Spider climb
Web
3rd Level Blink
Catnap **
Create food and water
Dispel magic
Elemental weapon
Flame
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
into them. Ceilings. The ceilings are 10 feet high and gently curved and smoothed like the walls. Light. All areas are lit by continual flame spells cast on wall sconces. Scry-Proof. Any attempt to
U4, and she investigates. U4. Living Area A copper basin on a wrought-iron stand rests on the floor in the middle of this cave. A pool of smelly water fills the cave’s northwest corner.
Murgaxor
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
he receives guests. Purphoros maintains a forge beneath the mountain, where he crafts philosophies, energies, and creations that would be impossible to manifest in the mortal world. Keranos lives
there within an ancient, knotted wood. Mystic Sea This body of mist and water hides endless secrets within its depths—both literal secrets that manifest from mortal minds and unimagined concepts not yet
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
effect of a spell, the cavern targets the creature that requested its aid. A creature that asks a question here receives a truthful, albeit cryptic, answer in Common with clues to its goals. Those who
reverberate through the chamber, triggering the effects of loud echoes (see the “Loud Echoes” section). Once a creature asks a question here and receives a benefit, no matter how small, the creature can’t do
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(15,000 XP) Proficiency Bonus +5
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.
Actions
20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
/Deafness Transmutation — Blur Illusion C Continual Flame Evocation M Darkness Evocation C Darkvision Transmutation — Detect Thoughts Divination C Enhance Ability Transmutation C Enlarge/Reduce Transmutation
Conjuration C Tongues Divination — Vampiric Touch Necromancy C Water Breathing Transmutation R Level 4 Wizard Spells Spell School Special Arcane Eye Divination C Banishment Abjuration C Blight
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Continual Flame Evocation M Crown of Madness Enchantment C Darkness Evocation C Darkvision Transmutation — Detect Thoughts Divination C Dragon’s Breath Transmutation C Enhance Ability Transmutation C
Summon Fey Conjuration C, M Summon Undead Necromancy C, M Tongues Divination — Vampiric Touch Necromancy C Water Breathing Transmutation R Level 4 Wizard Spells Spell School Special Arcane Eye
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
removed, the poison mist ceases rising from the water. Snake’s Skin. Partially submerged in the pool is a 100-foot-long, opalescent skin shed by the gigantic anaconda Chimagua. The skin has AC 15, hp
40, immunity to poison and psychic damage, and vulnerability to fire if it is removed from the water. Creatures that touch the skin without protective gear must succeed on a DC 18 Constitution saving