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Returning 35 results for 'diameter increases are bridge'.
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Spells
Player’s Handbook
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On
a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.
Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.
Spells
Player’s Handbook
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Spells
Player’s Handbook
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.
Monsters
Fizban's Treasury of Dragons
.
The lair has the following features:
Ice Bridge. The crowning glory of this infrastructural marvel is a wide bridge of ice that spans a chasm between a lesser peak and the lair.
Anterior Spires
. Rising from the far side of the bridge are the lair’s anterior spires. These solid, pointed shafts resemble inverted icicles more than towers and enclose a terraced, open-air amphitheater that
Monsters
Fizban's Treasury of Dragons
that ascends the mountain to encourage travel to and from the lair.
The lair has the following features:
Ice Bridge. The crowning glory of this infrastructural marvel is a wide bridge of ice that
spans a chasm between a lesser peak and the lair.
Anterior Spires. Rising from the far side of the bridge are the lair’s anterior spires. These solid, pointed shafts resemble inverted icicles more
Monsters
Planescape: Adventures in the Multiverse
the effect on itself after it succeeds on three of these saves.
Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it
challenge rating of an ancient or adult time dragon;adult time dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
languages of your choice.
Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Campfire. You
Monsters
Fizban's Treasury of Dragons
split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the
magical mobility, using flight and teleportation to navigate obstacles in their lairs.
The challenge rating of a legendary amethyst dragon increases by 1 when it’s encountered in its lair.
Lair
Monsters
Fizban's Treasury of Dragons
than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the dragon’s presence, and glow with a soft inner light. The older
their lairs.
The challenge rating of a legendary amethyst dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can
Monsters
Fizban's Treasury of Dragons
needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
stone to come and go.
The challenge rating of a legendary sapphire dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the
Monsters
Fizban's Treasury of Dragons
needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
legendary sapphire dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions
Monsters
Fizban's Treasury of Dragons
and using Intelligence as the spellcasting ability (spell save DC 17).
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its
legendary emerald dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the
Monsters
Fizban's Treasury of Dragons
-foot-diameter tunnel in its wake.
Warp Perception (1/Day). The dragon can cast mirage arcane, requiring no spell components and using Intelligence as the spellcasting ability.Multiattack. The dragon
from mundane and magical sight.
The challenge rating of a legendary emerald dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative
Chromatic Orb
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a
ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Spells
Elemental Evil Player's Companion
prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels
. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Flaming Sphere
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Vitriolic Sphere
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Elemental Evil Player's Companion
You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity
the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
Wall of Fire
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K57. Tower Roof The sixty-foot-diameter tower roof is rimmed with battlements. A slender stone bridge with no railing spans the gap between this tower and the slightly taller tower to the north. To
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, 10-foot-square hatch on the flat top of the flying fortress. The hatch is watched by the bone devils that fly above the fortress and leads to a corridor just outside the bridge on the command deck
. The corridor is not guarded while the flying fortress is moored at the Stygian Dock. Signal Vents Tiny hatches in the hull connect to 1-foot-diameter chutes that ascend to the vessel’s command deck
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chromatic Orb 1st-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (a diamond worth at least 50 gp) Duration: Instantaneous You hurl a 4-inch-diameter sphere of energy at a
hits, the creature takes 3d8 damage of the type you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4
Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4
Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ataaz Muhahah Shown in map 2.2, Ataaz Muhahah (“Laughing Gorge”) is a gaping chasm crossed by an ancient stone span called the Monkey Bridge. The structure got its name from the monkeys that perch on
its walls and hang by their tails from its underside. The monkeys are a mix of living monkeys and ancient carvings that are part of the bridge. Most of the carvings have been damaged by time, but the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, a 5-foot-diameter circular portal appears in an unoccupied space within 30 feet of the casting creature. The portal is a glowing ring filled with opaque mist and remains open for 1 minute. When a
(starboard segment; area Z10) 4 Grell nest (starboard segment; area Z11) 5 Study (starboard segment; area Z13) 6 Bridge (prow segment; area Z17)
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4
cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M9. Floating Bridge The route to the treasury takes characters out across a series of ten magical floating disks — all of which are suspended hundreds of feet in the open air above the valley floor
spell — a circular, horizontal plane of force 3 feet in diameter and 1 inch thick. The disks are set in a line and spaced 5 feet apart. If any disks are deactivated, a not-insignificant leap is required
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4
cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a
creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only. Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
that formerly operated the tower’s time mechanism. The characters can attempt to cross over using the fallen tower as a bridge, or they might discover the controls within the foundation that allow the
bridge to be stabilized. Manual Crossing A character can attempt to cross the chasm using the exterior of the fallen clock tower as a bridge, or using its interior as a tunnel. Either way, the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts
damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.






