Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'druid instant are beyond'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        druid instance are beyond
                                    
                                
                                    
                                        druid intent are beyond
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn
                                                
                                            
                                                
                                                     Imix for an instant. Each creature other than Imix in the area must succeed on a DC 15 Constitution saving throw or take 1d8;{"diceNotation":"1d8","rollType":"damage","rollAction":"Wave of Searing Heat
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call
                                                
                                            
                                                
                                                     trying to teach them military tactics.
3
A druid summoned galeb duhr to guard a young sapphire dragon;young sapphire dragon's hoard in exchange for the dragon controlling the giant spider
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who
                                                
                                            
                                                
                                                     persistently hunts a giant crab that always manages to evade the wyrmling. (The crab might have been the recipient of a druid’s awaken spell.)
4
A mated pair of griffon;griffons found a topaz
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its
                                                
                                            
                                                
                                                     hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
                                                
                                            
                                                
                                                     hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    —the Mazes swallow their prisoners in an instant. The Mazes resemble a dense labyrinth of empty streets and alleys in Sigil but are devoid of life and repeat endlessly. No magic allows a creature
                                                
                                            
                                                
                                                     banished to the Mazes to escape or communicate with the planes beyond. Creatures in the Mazes don’t require food, drink, or sleep and are cursed to an indefinite, isolated existence. An urban legend states
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     item No Cloak of displacement Wondrous item Yes Cloak of the bat Wondrous item Yes Cube of force Wondrous item Yes Daern’s instant fortress Wondrous item No Dagger of venom Weapon No Dimensional
                                                
                                            
                                                
                                                     Wondrous item Yes (cleric, druid, or paladin) Periapt of proof against poison Wondrous item No Ring of animal influence Ring No Ring of evasion Ring Yes Ring of feather falling Ring Yes Ring of free
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     one of the hags is still alive. The surviving hags can sense when Zybilna is released from temporal stasis—or, rather, they can sense when their hold over Prismeer is lost. The instant Zybilna regains
                                                
                                            
                                                
                                                     is beyond the scope of this adventure; flesh out its occupants and defenses as you see fit if the characters decide to pay the hags a visit. Zybilna takes no immediate action against the surviving hags
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
 Range: 120 feet
 Components: S, M (a copper wire)
 Duration: 1 round
 You point toward a creature within range
                                                
                                            
                                                
                                                     target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
 Range: 120 feet
 Components: S, M (a copper wire)
 Duration: 1 round
 You point toward a creature within range
                                                
                                            
                                                
                                                     target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Druids of Khorvaire The
 SHARN INQUISITIVE
 It happened in the Forest: Tree Hugger Tell-All!
 The alliance of rebel farmers in western Aundair has declared an alliance with the Great Druid Oalian
                                                
                                            
                                                
                                                     of the Towering Wood, asserting that the farmlands that border these woods are now part of the Eldeen Reaches. The Great Druid is a figure of legend, a powerful mystic who serves as the spiritual
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     the Copper for a Song handout for each player. (You will share it with them shortly after the adventure starts.) Step 4. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond:  Axe
                                                
                                            
                                                
                                                     Beak, Giant Commoner Copper Dragon, Adult Djinni Druid Galeb Duhr Green Dragon Wyrmling Hill Giant Kobold, Winged Performer Performer Maestro Priest Acolyte Purple Worm Warrior Veteran  Key NPCs  Name
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     characters will interact with these NPCs throughout the adventure. Step 3. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond:  Archpriest Behir Berserker Bulette Chimera Cyclops
                                                
                                            
                                                
                                                     Sentry Druid Fire Elemental Flameskull Githyanki Knight Green Hag Grick Ancient Guard Hill Giant Hydra  Manticore Marid Mephit, Smoke Mind Flayer Noble Noble Prodigy Owlbear Red Dragon, Young Roc
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     surround a fallen star and the groups that covet it. The updated adventure is designed for 4th-level characters. Beyond the Crystal Cave Inspired by the works of William Shakespeare, Beyond the
                                                
                                            
                                                
                                                     Alpha, the adventure—which involves a crashed spaceship, futuristic weaponry, and humorously malfunctioning robots—became an instant classic. The updated adventure is designed for 11th-level characters.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
                                                
                                            
                                                
                                                     druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     the characters will interact with during the adventure. Step 3. Bookmark the pages in the Dungeon Master’s Guide or on D&D Beyond detailing the Wand of Wonder and the environmental effects of extreme
                                                
                                            
                                                
                                                     cold. Step 4. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond:  Frost Giant Ghost Mephit, Ice Priest Remorhaz, Young Shield Guardian Troll White Dragon, Adult Winter Wolf
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     Marches have defended Eberron from aberrations and the daelkyr for thousands of years. As a druid, ranger, or barbarian, you could be a Gatekeeper initiate pursuing a quest in the wider world. The Cults of
                                                
                                            
                                                
                                                    -orc barbarian who’s ventured beyond the Marches so you can find worthy enemies; slaying powerful foes is the only way to earn your passage to the paradise that lies within the heart of the hollow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Gates Halaster creates magic gates that allow instant travel between levels of the dungeon. He can also create gates that lead into and out of Undermountain, which he uses primarily to restock the
                                                
                                            
                                                
                                                     minute upon activation. Creatures peering through the open gate can see the destination beyond as though they are looking through an open doorway into that location. A gate can’t open within the area of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     grove of the Archdruid Oalian, the awakened greatpine, is a place of great primal power. The Wardens of the Wood are based around Greenheart, but all the druid circles of the Eldeen Reaches send
                                                
                                            
                                                
                                                     ties to the fey, the Twilight Demesne could be your home. Varna The largest city in the Reaches serves as the gateway for commerce with the world beyond. Reacher merchants come from far and wide to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     killer, polymorph, stoneskin
 The second spellbook, titled Magick from Beyond the Mirror, contains the following spells: 5th level: Bigby’s hand, cloudkill, hold monster, legend lore, passwall, Rary’s
                                                
                                            
                                                
                                                     telepathic bond, telekinesis, wall of stone
 6th level: chain lightning, disintegrate, Drawmij’s instant summons, eyebite, flesh to stone, Otto’s irresistible dance, true seeing
 7th level: forcecage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Divine Intervention In some campaigns, gods are fond of meddling in mortal affairs, and heroes sometimes call on the gods for aid beyond what divine magic ordinarily provides. The gods sometimes also
                                                
                                            
                                                
                                                    . Miracles. As the simplest form of miracle, a god can produce the effect of any spell that devotees of that god might cast (typically Cleric or Druid spells). But a god’s direct intervention can take any form you choose, often reflecting the god’s nature.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     from beyond the south door.  Map: Traps in Area K73 The water is 3 feet deep in the hallway and opaque. The steps on both sides of the hallway descend another 2 feet before ending at the iron doors
                                                
                                            
                                                
                                                     pit is released suddenly when the trapdoor opens). The triggering character suddenly falls from sight. An instant later, the trapdoor closes, leaving only a slowly dissipating swirl in the water. It
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     speaks of strange, leering devil faces carved in dungeon walls that can devour an explorer in an instant, leaving behind not a single trace of the poor soul’s passing. A bald, stern wizard clad in blue
                                                
                                            
                                                
                                                     evil. These are only a few of the tales that have spread across the Sword Coast from the furthest reaches of Faerûn and beyond. The minor details change with the telling. The dread tomb of Acererak
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     scout stat block, but change its size to Small) 2 Gloomy wood elf druid (use the druid stat block) 3 Flamboyant pixie 4 Happy-go-lucky satyr 5 Ultra-competitive sprite 6 Overly cautious treant sapling
                                                
                                            
                                                
                                                     (see chapter 1 of The Wild Beyond the Witchlight for its stat block) 7 Giggly goblin warlock (use the cult fanatic stat block, but change its size to Small) 8 Humorless centaur   Feywild Guide Quirks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     throwing something toward the cart. An instant later, a cloud of pink ashes bursts from a sachet, striking the two guards. Kala’s Attack The parade route appears on map 5.1. The characters are either at
                                                
                                            
                                                
                                                     make one melee attack against a randomly determined creature within reach each round for 1 minute before the poison’s effect ends. Kala. Kala uses the druid stat block and has already cast barkskin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Touch of Death Your touch is pain, harming whoever you come in contact with. The deathly power within you is beyond your control, afflicting any who touch your bare skin. By the same token, you can
                                                
                                            
                                                
                                                    . Deadly Touch    d6 Manifestation 
     1  Your body is alchemically or biologically altered, infusing you with deadly chemicals. 
   2  The magic of a slighted druid or fey makes small plants wither
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     Gatekeepers and the servants of the Dragon Below have diminished both sides. Beyond the Gatekeepers and the cultists, the Shadow Marches are home to orcs who have joined with humans to create mixed
                                                
                                            
                                                
                                                     Tharashk operations. As an orc, you could be a Ghaash’kala paladin seeking to protect the innocent from evil. You might be a Gatekeeper druid or ranger hunting aberrations working to prevent the return of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     world, or simply sent to learn more about the lands beyond the plains. Are you amazed by the wonders of the Five Nations and their everyday magic, or do you take the world of the big folk in stride
                                                
                                            
                                                
                                                     around you. 
   Dinosaurs play an important role in Talentan culture. How does this affect you? Do you have a clawfoot companion? As a druid you can assume dinosaur forms; as a monk you could use
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     the characters view the villagers as victims or monsters? The following section, “Viktal and the Tithe,” explores how to draw characters into the village’s eerie traditions. Beyond Viktal, the
                                                
                                            
                                                
                                                      Mother’s Minders nail wicker dolls over the doors of a dozen houses in Viktal. Soon after, both the dolls and the inhabitants of those houses vanish. 
   6  A druid seeks aid in reclaiming their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     determining the fate of millions in the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight savage balor
                                                
                                            
                                                
                                                     immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse. A druid might become one with the land, transforming into a nature spirit of a particular place or an aspect of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     might be hired to lead a caravan through a treacherous mountain pass or the frozen tundra of Icewind Dale. A druid might volunteer to help a village prepare for a long, brutal winter. Barbarians and
                                                
                                            
                                                
                                                     unnatural. They keep the elemental forces of the world in check and keep civilization and the wilderness from destroying one another. “The Emerald Enclave exists as gatekeepers to that vast space beyond
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     the Mourning and is now stranded with no home 4 A barbarian from the Demon Wastes who repented from a life of cruelty and hopes to atone for past evils 5 A kindly druid from the Eldeen Reaches who wants
                                                
                                            
                                                
                                                     to learn about the flora and fauna of the rest of Khorvaire and beyond 6 A cleric from Karrnath who aspires to learn the arts of necromancy — for the noblest aims, of course 7 A piratical bard from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                    , these ogres adapted to their new environs, passing down a spellcasting tradition of their own to help their kin wreak havoc in the wilds and beyond. Nereida  An ogre chitterlord exercises control over
                                                
                                            
                                                
                                                     battle with their prodigious strength and druidic magic. Ogre Chitterlord Large Giant (Druid), Any Alignment
 Armor Class 12 (hide armor)
 Hit Points 52 (7d10 + 14)
 Speed 40 ft.
  STR
 19 (+4)
 DEX
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     peer through the western hole can see a dark, sunken chamber (area E6) beyond. A persistent magical effect heats the face of the moon dial, ensuring that the lunar symbols remain clear of snow. The
                                                
                                            
                                                
                                                    , which startles and scares away the other animals. If the frost druid in area E9 hears sounds of battle in this room, she remains where she is, preferring to make a final stand there. Statues. In addition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Crew Territories The fact that city’s numerous crews can be based on both geographical and professional communities means that their territories often overlap or stretch beyond the borders of any
                                                
                                            
                                                
                                                     fear of rats races down the street and slams into the party, having witnessed a bunch of rats feeding on a corpse in an alley. 
   7  The druid Torimesh offers one party member a strange symbol
                                                
                                            
                                        





