Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'crossings water rebuke'.
Other Suggestions:
crossing water rebuke
crossing water reduce
crossings water reduce
crossings watch rebuke
crossings water refuge
Monsters
Monster Manual
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light 1/Day Each: Control Water, Create or Destroy WaterWatery Rebuke. Trigger: An enemy the merfolk can see enters a space within 5 feet of the
merfolk. Response—Strength Saving Throw: DC 15, the triggering enemy. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Watery Rebuke", "rollDamageType":"Cold"} Cold
Monsters
Icewind Dale: Rime of the Frostmaiden
d20; on a 1, the staff turns to water and is destroyed.Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that
creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Banishing Rebuke
Firenewt Warlock of Imix
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Amphibious. The firenewt can breathe air and water.
Innate Spellcasting. The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring
, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy to 0
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light
1/Day Each: Control Water, Create or Destroy Water
Reactions
Watery Rebuke. Trigger: An enemy the merfolk can see enters a space
Merfolk Wavebender These merfolk mages use magic to manipulate water, storms, and sea creatures to aid them. Merfolk Wavebender Medium Elemental, Neutral
AC 14 Initiative +4 (14)
HP 97 (15d8 + 30
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light
1/Day Each: Control Water, Create or Destroy Water
Reactions
Watery Rebuke. Trigger: An enemy the merfolk can see enters a space
Merfolk Wavebender These merfolk mages use magic to manipulate water, storms, and sea creatures to aid them. Merfolk Wavebender Medium Elemental, Neutral
AC 14 Initiative +4 (14)
HP 97 (15d8 + 30
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and water.
Innate Spellcasting. The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.
Spellcasting. The
knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and water.
Innate Spellcasting. The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.
Spellcasting. The
knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to a vast bog filled with eerie lights and sinister shapes twisting in the water. And moving to the Feywild from old ruins on the Material Plane might put a traveler at the door of an archfey’s castle
elegant clothing and value elaborate ceremony and ritualized etiquette, and the Fey are quick to shun those who flout the Summer Court’s baroque rules. Fey Crossings Fey crossings are places of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to a vast bog filled with eerie lights and sinister shapes twisting in the water. And moving to the Feywild from old ruins on the Material Plane might put a traveler at the door of an archfey’s castle
elegant clothing and value elaborate ceremony and ritualized etiquette, and the Fey are quick to shun those who flout the Summer Court’s baroque rules. Fey Crossings Fey crossings are places of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
fog cloud, thunderwave 3rd gust of wind, shatter 5th call lightning, sleet storm 7th control water, ice storm 9th destructive wave, insect plague Bonus Proficiencies At 1st level, you gain proficiency
with martial weapons and heavy armor. Wrath of the Storm Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
fog cloud, thunderwave 3rd gust of wind, shatter 5th call lightning, sleet storm 7th control water, ice storm 9th destructive wave, insect plague Bonus Proficiencies At 1st level, you gain proficiency
with martial weapons and heavy armor. Wrath of the Storm Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Size. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Child of the Sea. You can breathe air and water, and you have resistance to cold
, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests (wood elves), fey crossings in the Material Plane (high elves), the Underdark (drow
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Size. You are Medium. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Child of the Sea. You can breathe air and water, and you have resistance to cold
, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests (wood elves), fey crossings in the Material Plane (high elves), the Underdark (drow
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
multiple Outer Planes together: the River Styx and the Infinite Staircase. Other planar crossings might exist in your campaign, such as a World Tree whose roots touch the Lower Planes and whose branches
its banks. Any creature other than a fiend that tastes or touches the water is affected by a feeblemind spell. The DC of the Intelligence saving throw to resist the effect is 15. The Styx churns
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
multiple Outer Planes together: the River Styx and the Infinite Staircase. Other planar crossings might exist in your campaign, such as a World Tree whose roots touch the Lower Planes and whose branches
its banks. Any creature other than a fiend that tastes or touches the water is affected by a feeblemind spell. The DC of the Intelligence saving throw to resist the effect is 15. The Styx churns
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
undead, it has disadvantage on attack rolls against the lampad until the end of the lampad’s next turn.
(KIERAN YANNER) Naiad Naiads live in and near water. They might be spotted among rivers and
fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above all others. Over time, such a resident nymph often becomes connected with their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
undead, it has disadvantage on attack rolls against the lampad until the end of the lampad’s next turn.
(KIERAN YANNER) Naiad Naiads live in and near water. They might be spotted among rivers and
fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above all others. Over time, such a resident nymph often becomes connected with their
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
XP)
Amphibious. The firenewt can breathe air and water.
Actions
Multiattack. The firenewt makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target
throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.
Heat Seekers. Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
XP)
Amphibious. The firenewt can breathe air and water.
Actions
Multiattack. The firenewt makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target
throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.
Heat Seekers. Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
World Tree Other planar crossings might exist in your campaign, or it might be possible to walk (or journey aboard a wondrous train or similar vehicle) from one plane to another in your cosmology
entrances aren’t common knowledge and are occasionally guarded by devas, sphinxes, yugoloths, and other powerful monsters. River Oceanus The water of the Oceanus is sweet and fragrant, as befits its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
World Tree Other planar crossings might exist in your campaign, or it might be possible to walk (or journey aboard a wondrous train or similar vehicle) from one plane to another in your cosmology
entrances aren’t common knowledge and are occasionally guarded by devas, sphinxes, yugoloths, and other powerful monsters. River Oceanus The water of the Oceanus is sweet and fragrant, as befits its
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
gardeners stand rigidly in flower beds, time-frozen water issuing from their tipped wooden watering cans, or atop small ladders, taking shears to topiaries in need of trimming. Bees and pollen hang
time. The streams emerge from culverts in the garden walls, but where the water comes from is anyone’s guess. (It is created magically and disappears magically before it can cause the pool to overflow
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
gardeners stand rigidly in flower beds, time-frozen water issuing from their tipped wooden watering cans, or atop small ladders, taking shears to topiaries in need of trimming. Bees and pollen hang
time. The streams emerge from culverts in the garden walls, but where the water comes from is anyone’s guess. (It is created magically and disappears magically before it can cause the pool to overflow
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
person, detect magic, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion
1/day each: banishment, demiplane, dominate person, fly, forcecage, geas, plane shift
fails to mention is that, after earning her trust, he splashed Lulu with water from the River Styx to strip her of her spellcasting abilities and memories. Mahadi then sold Lulu to some devils who
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
person, detect magic, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion
1/day each: banishment, demiplane, dominate person, fly, forcecage, geas, plane shift
fails to mention is that, after earning her trust, he splashed Lulu with water from the River Styx to strip her of her spellcasting abilities and memories. Mahadi then sold Lulu to some devils who
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
entering water at all unless they can easily walk across the bottom.) Stone giants rarely keep pets. They sometimes cultivate colonies of giant bats at the edges of their territory, both for a food source
arrival of such a leader will be presaged by signs and omens in all the elements of the world: the sky (air), the sea (water), the continents (earth), and the underworld (fire). All of these are
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
entering water at all unless they can easily walk across the bottom.) Stone giants rarely keep pets. They sometimes cultivate colonies of giant bats at the edges of their territory, both for a food source
arrival of such a leader will be presaged by signs and omens in all the elements of the world: the sky (air), the sea (water), the continents (earth), and the underworld (fire). All of these are
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
drinking water, and six contain ale. V21. Wine Cellar More than two hundred corked bottles of wine are displayed in seven-foot-tall wooden racks that span the west and south walls. Empty wooden crates
The dungeon’s denizens make frequent use of these lit tunnels. The thick smell of incense hangs in the air (see “Dungeon Features” above). Smooth stone trenches cut into the floors channel water and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
drinking water, and six contain ale. V21. Wine Cellar More than two hundred corked bottles of wine are displayed in seven-foot-tall wooden racks that span the west and south walls. Empty wooden crates
The dungeon’s denizens make frequent use of these lit tunnels. The thick smell of incense hangs in the air (see “Dungeon Features” above). Smooth stone trenches cut into the floors channel water and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wildfire as they march forward. More broadly, they favor the direct approach and the simple plan to more oblique machinations. That’s one reason they loathe the cultists of elemental water, with all their
rebuke, shield
2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
3rd level (3 slots): counterspell, fireball, hypnotic pattern
4th level (3 slots): wall of fire
5th
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wildfire as they march forward. More broadly, they favor the direct approach and the simple plan to more oblique machinations. That’s one reason they loathe the cultists of elemental water, with all their
rebuke, shield
2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
3rd level (3 slots): counterspell, fireball, hypnotic pattern
4th level (3 slots): wall of fire
5th
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the initial setup of the river barge crossing.
Map 4.3: River Barge Crossings Read the following, making adjustments as necessary if the characters have already seen the Six operatives: When you
while avoiding the shifting barges requires a successful DC 15 Strength (Athletics) check for each move made to swim. Any character in the water also attracts the attention of the giant poisonous
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the initial setup of the river barge crossing.
Map 4.3: River Barge Crossings Read the following, making adjustments as necessary if the characters have already seen the Six operatives: When you
while avoiding the shifting barges requires a successful DC 15 Strength (Athletics) check for each move made to swim. Any character in the water also attracts the attention of the giant poisonous
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 charges daily at dawn. If its last charge is expended, roll a d20; on a 1, the staff turns to water
and is destroyed.
Reactions
Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 charges daily at dawn. If its last charge is expended, roll a d20; on a 1, the staff turns to water
and is destroyed.
Reactions
Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid