Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 27 results for 'dim imbue are banished'.
Other Suggestions:
dim image are banish
dim imbues are banish
dim image are banishes
Monsters
Princes of the Apocalypse
creature within 30 feet of Ogrémoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it
creatures into the mortal world to dwell near those points.
If Ogrémoch is destroyed or banished back to his home plane, the regional effects fade over the next 1d10;{"diceNotation":"1d10","rollType":"roll"} days.PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Princes of the Apocalypse
through that space.
Illumination. Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If Imix fails a saving throw, he can choose to
form intermittent portals to the Elemental Plane of Fire, allowing elemental creatures into the mortal world to dwell near those points.
If Imix is destroyed or banished back to his home plane
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its
-evil creatures in the mist, warning such creatures of the danger.
Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the dragon dies, these effects end immediately.Fire
Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to
creatures in the mist, warning such creatures of the danger.
Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the dragon dies, these effects end immediately.Fire
Spells
Xanathar's Guide to Everything
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures
, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
: Phantasmal Dweomer (1/Day). After being in continuous physical contact with a Tiny nonmagical object for 1 minute, the creature can imbue the object with one of the following magical properties (choose one
or roll a d6):
1–3: Light. The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
4–6: Sound. The object continuously emits the creature’s choice of a nonverbal
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Holy Weapon 5th-level evocation Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You imbue a weapon you touch with holy power. Until the spell ends
, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you
also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
called the Runestone. The crystal radiates bright blue-white light in a 120-foot radius and dim light for an additional 120 feet. Halaster’s red-glowing rune floats inside it. The Runestone is a Large
character can find one fragment with a 1-hour search and a successful DC 20 Wisdom (Perception) check. Halaster has discovered a process for implanting Runestone fragments in constructs to imbue them with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with
that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with
a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
subterranean civilization. Whatever she demands, the drow do.
Drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as
mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied
. The psychic damage increases to 4d6 when you reach 18th level in this class. Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall
creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that
weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall
, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the unwary; see “Acid Trap” below. Flickering oil lamps provide dim light. Langdedrosa Cyanwrath (see appendix D) occupies the shrine, and he is joined by twohuman berserkers. (If the adventuring
Mountains. Most characters should recognize Tiamat from folktales and know she was banished to the Nine Hells long ago and remains imprisoned there. There is no way to tell from the carvings where the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the unwary; see “Acid Trap” below. Flickering oil lamps provide dim light. Langdedrosa Cyanwrath occupies the shrine, and he is joined by two human berserkers. (If the adventuring party contains more
characters should recognize Tiamat from folktales and know she was banished to the Nine Hells long ago and remains imprisoned there. There is no way to tell from the carvings where the volcano is located
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
closer to the doors. A wailing howl erupts from the shadows of this dim chamber, echoing from black marble walls. Dark pillars rise to the ceiling, each exuding shadow that twists in the air like
smoke. Alcoves around the room hold statues of four-armed gargoyles shrouded in darkness.
Light. Dim light radiates from the pillars and fills the area. Any light source brought into or created in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can’t benefit from being
elemental creatures into the mortal world to dwell near those points. If Ogrémoch is destroyed or banished back to his home plane, the regional effects fade over the next 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If Imix fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. Imix’s
creatures into the mortal world to dwell near those points. If Imix is destroyed or banished back to his home plane, the regional effects fade over the next 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
her meal. As long as the characters keep their distance, the White Wyrm ignores them. Awakened Beast The frost druids of Icewind Dale use awaken spells to imbue native beasts with an Intelligence
emit dim light in a 10-foot radius
6 Woolly rhinoceros
7 Saber-toothed tiger
8 Wolf
Battlehammer Dwarves The shield dwarves of Clan Battlehammer have iron mines throughout the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
one story when it’s viewed in flat, dim light, but it reveals a second, much deeper tale with the addition of proper illumination. We all know of dwarves who fell so deep in love with their craft, or
imbue them with magic when Surtur refused to forge new ones for him. Skoraeus crafted spears for Hiatea so she could complete her ten tasks of valor. Skoraeus tapped with his hammer on the stone under
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
). Each one sheds Dim Light in a 5-foot radius and can be sold for 5 SP. Secret Door. A character who has a Passive Perception of 15+ or who searches the west wall for secret doors and succeeds on a
rebelled against, who banished them as punishment for their insurrection. The sense of malice in this room is palpable. A powerful curse protects the sculpture from any who would deface it. Dragon
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
he wants nothing to do with that. T12. The Talking Troll The Troll is what Waterdhavians would call a dive — a dim, smelly, low-beamed place crammed with mismatched, battered old furniture and drunks
room, barely noticed by the Troll’s other patrons. A lifelong resident of Neverwinter, he was “banished” by his superiors to the Allfaiths Shrine in Red Larch. He has yet to arrive there, choosing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
initiative count 20 on the next round. One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the
the dragon or other non-evil creatures in the mist, warning such creatures of the danger. Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius






