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Returning 35 results for 'deep imbue are burning'.
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Magic Items
Dungeon Master’s Guide
A young dwarf prince set out to forge a weapon that would be regarded as a symbol of unity among his people. Venturing deep under the mountains, deeper than any dwarf had ever delved, the prince came
unexpected. You can’t use this property again until 3 days have passed.
Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Crimson Rays", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. On a success or failure, that creature catches fire. Until the burning
creature or another creature that can reach it takes an action to extinguish the fire, the burning creature can’t regain hit points and takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage
Magic Items
Out of the Abyss
spell's saving throw DC is 15 and has a +9 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
DC is 13 and has a +5 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in
be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
stored spell's saving throw DC is 13 and has a +5 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem
spell, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
spell's saving throw DC is 17 and has a +10 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
spell's saving throw DC is 18 and has a +10 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
saving throw DC is 13 and has a +5 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell
gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
spell's saving throw DC is 15 and has a +7 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Monsters
Baldur’s Gate: Descent into Avernus
:
Cantrips (at will): chill touch (see “Actions” below), mage hand, message, prestidigitation
1st level (4 slots): burning hands, detect magic, ray of sickness (see “Actions” below), shield
2nd level (3 slots
abilities. The master of souls;Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.
Magic Items
Out of the Abyss
saving throw DC is 17 and has a +9 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is
can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
stored spell's saving throw DC is 18 and has a +10 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem
spell, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
stored spell's saving throw DC is 19 and has a +11 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem
spell, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret.
Magic Items
Out of the Abyss
’s rarity and the stored spell’s saving throw DC and attack bonus, as shown in the Spell Gem table.
You can imbue the gem with a spell if you’re attuned to it and it’s empty
worth half as much as normal.
Once imbued with a spell, the gem can’t be imbued again until the next dawn.
Deep gnomes created these magic gemstones and keep the creation process a secret
monsters
that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing spores
’s next turn. Success: Half damage only.Young deep dragons establish lairs in familiar hunting grounds and defend their lairs with twisting passages and traps such as deadfalls. They dominate the
monsters
fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing
they hunt to satisfy their voracious appetites.
Deep Dragons
Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy hunters with an affinity for lost lore and
monsters
imbue their breath with terror-inducing spores.
Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering through caverns and seas of
deep dragons often spend years sequestered among individualized libraries, fungal gardens, or collections of esoterica. When these venerable terrors venture forth to hunt, they can remake Underdark
monsters
around their faces, to imbue their breath with terror-inducing spores.
Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering
magic pervading the Underdark twists deep dragons as they grow, so few adult deep dragons look alike. Their skin is usually pitted by fungal growths that spread across the body. Although lacking the
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol.
Venturing deep
Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most
Monsters
Mordenkainen's Fiendish Folio Volume 1
infested areas, guards patrol with burning brands and flaming swords, ready to set suspect dwellings ablaze. Fire is an effective destroyer of assassin bug maggots, and wild creatures observed running
able to survive an assassin bug's infestation without immediately being treated with magic or fire. Incredibly hardy monsters such as catoblepas and gorgons have sometimes been observed with deep
Species
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
glow like candles in the deep-set hollows of their hawkish faces. Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Blacktongue Isle Deep Water. The ground falls away at all entrances to this 30-foot-high cavern, whose water is 30 feet deep.
Island Village. A dozen crude shacks sit atop a muddy, horseshoe
burning with a mixture of dried offal and fungus.)
The shacks are made from rocks mortared with mud. The bullywugs found here are busy raising young, mending nets, cooking, or working on other domestic
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
level determines the gem’s rarity and the stored spell’s saving throw DC and attack bonus, as shown in the Spell Gem table. You can imbue the gem with a spell if you’re attuned to it and it’s empty. To
much as normal. Once imbued with a spell, the gem can’t be imbued again until the next dawn. Deep gnomes created these magic gemstones and keep the creation process a secret.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and
blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs — these common threads unite all dwarves.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Map 1.1: GreenestView Player Version Light. Burning buildings and a half moon
looks. When characters arrive, most of the flames come from haystacks and barns, not from homes or shops. The Stream. The stream that flows past Greenest is shallow (seldom more than 3 feet deep) with a
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
frantically shovel ore into these hatches, which pulse with a deep-red glow. As you watch, a prisoner collapses from exhaustion. Under orders from the overseeing monks, other workers toss his body
fed to the furnaces (most likely due to the characters freeing the prisoners here and breaking the Grand Master’s power) the engines begin to fail over a 24-hour period. When the furnaces stop burning
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and
blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs — these common threads unite all dwarves.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
into a pyroclastic ash cloud and caught fire. The burning ship drifted for days before the current bore it to High Horn. There it sank. The burnt nub that was once the mast is the only part of the ship
visible at high tide; at low tide, the scorched top deck of the Virago is above water; the rotted-out lower deck and keel are buried deep in the sand below. Nothing of value can be salvaged from this wreck.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Light. Burning buildings and a half moon provide dim light throughout the town
the flames come from haystacks and barns, not from homes or shops. The Stream. The stream that flows past Greenest is shallow (seldom more than 3 feet deep) with a gravel bottom, so characters can move
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers
produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Firegaunt A fire giant whose burning hatred prevents it from moving on to the afterlife rises as a firegaunt. Spawned from deep rancor, the firegaunt seeks out living creatures to destroy. Like a
) fire damage on a failed save, or half as much damage on a successful one. On a success or failure, that creature catches fire. Until the burning creature or another creature that can reach it takes an
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, they encounter a caravan being raided. Read or paraphrase the following description: The road weaves through a stretch of rain forest that flanks a deep valley, drawing near the town of Etizalan. Past a
strong wind in 1 round. Flames burn in the forested area on either side of the 15-foot-wide road. Any creature who enters the burning forest must succeed on a DC 14 Constitution saving throw or take 10






