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Returning 35 results for 'flame home'.
Other Suggestions:
flame have
flames home
flail home
Monsters
Curse of Strahd
","rollDamageType":"slashing"} slashing damage, or 15 (2d10 + 4);{"diceNotation":"2d10+4","rollType":"roll","rollAction":"Battleaxe"} when used with two hands.
Hurl Flame. Ranged Spell Attack: +5;{"diceNotation
":"1d20+5","rollType":"to hit","rollAction":"Hurl Flame"} to hit, range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Hurl Flame","rollDamageType":"fire"} fire
Monsters
Planescape: Adventures in the Multiverse
, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Hound archons are the foot soldiers of
inconspicuously guard peaceable communities as dogs and wolves.
Archons
Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their home
Monsters
Acquisitions Incorporated
druid spells prepared:
Cantrips (at will): druidcraft, produce flame, thorn whip
1st level (4 slots): cure wounds, entangle, thunderwave
2nd level (3 slots): flame blade, moonbeam, pass without trace
that destroyed her people, she makes the city her home now. She embraces her role as the “C” Team's documancer, knowing that the city's power — and its weaknesses — can be fully gleaned only from within
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw
, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine Flame","rollDamageType":"fire"} fire damage and 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine
Monsters
Princes of the Apocalypse
has advantage on saving throws against spells and other magical effects.Multiattack. Imix makes two slam attacks or two flame blast attacks.
Slam. Melee Weapon Attack: +12;{"diceNotation":"1d20+12
damage plus 18 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Slam","rollDamageType":"fire"} fire damage.
Flame Blast. Ranged Spell Attack: +12;{"diceNotation":"1d20+12","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way
affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success.
Cult of Tyranthraxus, the Flamed One
Radiant Flames (1/Day). Multihued flame
Monsters
Planescape: Adventures in the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect evil and good
1/day each: aid, continual flame, protection from evil and good, scrying (as an
pursues relentlessly.
Archons
Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their home from fiendish incursions and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
inextricably bound to their home realities, and others simply can’t find any way out.
The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of
.
Cult of Tyranthraxus, the Flamed One
Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw
, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine Flame","rollDamageType":"fire"} fire damage and 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine
Monsters
Mordenkainen Presents: Monsters of the Multiverse
are inextricably bound to their home realities, and others simply can’t find any way out.
The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable
success.
Cult of Tyranthraxus, the Flamed One
Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist
Monsters
Mordenkainen Presents: Monsters of the Multiverse
are inextricably bound to their home realities, and others simply can’t find any way out.
The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable
success.
Cult of Tyranthraxus, the Flamed One
Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist
Monsters
Spelljammer: Adventures in Space
;Magical, flame-like radiance rains down on a creature that the elf can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw, taking 22 (5d8);{"diceNotation":"5d8","rollType
dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.
Although the Silver Void is their home, astral elves often venture into Wildspace systems and place
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t
). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy
Backgrounds
Guildmasters’ Guide to Ravnica
of harmless flame and shadowy shapes. When you manipulate an opponent’s mind, a flaming symbol of Rakdos might momentarily appear like a mask over the target’s face.
Suggested
.
Rakdos Contacts
d8
Contact
1
I was part of a two-person act until my former partner moved to a different troupe.
2
My sibling and I ran away from home and joined the Cult
Monsters
Divine Contention
":"Spellcasting"} to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): cure wounds, detect magic, entangle
underground city known as Southkrypt. For centuries, Kryptgarden Forest has been the home and hunting ground of the ancient female green dragon Claugiyliamatar, better known to many as Old Gnawbone. She
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
district of Sovereign Towers is home to Sharn’s greatest monuments of faith, including the Pavilion of the Host (Sovereign Host) and the Cathedral of the Cleansing Flame (Silver Flame). While it’s a middle ward, services are comfortable to wealthy in quality.
is also home to the King’s Citadel, headquarters of Brelish intelligence. Across the ward, the district of Dragon Towers holds the primary enclaves of the dragonmarked houses. Rounding things out, the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
back to their home plane, but Florrb was left behind. It wants to return home but doesn’t know how. The other mephits were swimming in the mud pits when they disappeared. In the years since, other
Plane of Earth and that a special “gate key” is needed to unlock them from this side. The gate key is any open flame. (The flame and the mud pit symbolize the coming together of the four elements
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.
How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel
while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites The Church of the Silver Flame is a militant faith, and Thrane communities are built around fortified churches designed to serve as fortresses in times of trouble. Larger towns
maintain sturdy walls patrolled by skilled archers. A Flamic architectural style appears throughout the region. Buildings incorporate light and soaring spaces, and icons of the Silver Flame and images of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Court of Light The Court of Light is home to Shekinester, the Three-Faced Queen of the Nagas. Ramps and serpentine architecture pervade her deceptively small realm, a palatial stone nest where
to worship the Three-Faced Queen, but also to share stories around the Arching Flame—a cleansing, eternal fire that remembers the oldest tales in the multiverse.
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
Introduction Prepare for a festive adventure! Face off against flame-breathing puddings, present-stealing bandits, and joy-sucking spirits. Encounter arctic monsters like the Snow Sphinx and Great
seasonal species 3 wintry monsters 12 magic items 5 festive battle maps Token pack Quick-start campaign setting All these festive adventures are set around the fantasy holiday of Winterfest, and they’re also easy to adapt for an existing winter holiday in your home game.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Merchant Council, the Keepers of the Flame, Clan Cairngorm, the Gray Ghosts, and others
The cavern housing Gracklstugh is split in two by a rift called Laduguer’s Furrow, after the duergar patron god
. The north half comprises Northfurrow District, where common workers and the clans devoted to minor crafts make their home, and Darklake District, open to foreigners and where the city’s merchants
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Q’barran Characters Q’barra is home to the settlers and prospectors from the west—mostly humans but including members of all races found in the Five Nations. It’s also a possible origin for
be a land of opportunity for newly freed warforged and Cyran refugees in search of a new home. Lizardfolk. The lizardfolk have a primitive culture that blends druidic traditions with the beliefs of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Themberchaud’s Lair At the far southeast corner of Gracklstugh’s cavern, the entrance to Themberchaud’s lair is guarded by the Keepers of the Flame. Not that anyone would be foolish enough to
trespass into the Wyrmsmith’s home, but ever since the Gray Ghosts stole a red dragon egg meant to hatch Themberchaud’s successor, the Keepers aren’t taking any chances. For some time now, the Keepers have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
swallowed into the earth. As he grew aware of worlds beyond his home, he recruited a balor demon named Ammet, the Eater of Souls, to help him extend his reach and increase his power. When an adventurer
dealt a mortal blow to Ashardalon’s heart, the dragon replaced the injured organ with the balor. Ashardalon’s features then took on a fiendish cast, and his eyes now glow with demonic flame. A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Ambassador Towers is also home to the King’s Citadel, the headquarters of Brelish intelligence. Across the ward, the district of Dragon Towers holds the primary enclaves of the dragonmarked houses. The
Sovereign Towers district has the grandest temples in Sharn. The Pavilion of the Host is a complex of nine towers devoted to the Sovereign Host, and the Cathedral of the Cleansing Flame is the seat of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the spectator’s employment. If the deception succeeds, the spectator believes it is released from its obligations, and it disappears and returns to its home plane. Brazier of Green Flame. A successful
walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with Karrnath left farms and cities such as Shadukar devastated and abandoned, home only to the lingering undead left behind after the Karrnathi retreat. For most, these grim reminders of war
strengthen Thrane resolve. The common people are united by their faith and sure of the righteousness of their cause. The Silver Flame urges people to stand together in the face of evil, and across the nation
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Home, Sweet Home If you're creating a campaign based in Sharn, it's a good idea to establish a location that serves as a home base for the adventurers. You can use the Home Base table as a source of
customers, and so on. This is a way to make this location truly feel like home, and to give each player a personal investment in it. This location becomes an automatic starting point for adventures, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sharn’s high-security prison. Worship. The primary temples of the Sovereign Host and the Silver Flame are located in Middle Central, along with a host of shrines to specific sovereigns and lesser
faiths. Take part in a festival or drop in for some spiritual guidance! Engage in espionage. Whether you work for your nation or get entangled in the schemes of the dragonmarked houses, Middle Central is home to a lot of powerful people who have a use for capable agents.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
fortress, home to Azalin’s deadliest servants and magical depravities. During the Hour of Ascension, that changed. Castle Avernus was destroyed in a torrent of otherworldly flame, an explosion that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
didn’t commit? Are you fleeing from a broken heart? Q’barra has also drawn Cyran refugees and newly freed warforged, both seeking a home in the wild east. Lizardfolk. The lizardfolk’s primitive culture
blends druidic traditions with the beliefs of the Silver Flame. You might have been sent to study the softskins—to learn about them and potentially serve as an envoy for your people. Alternatively
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
religions are very different from the traditional D&D pantheons. The monotheistic Church of the Silver Flame is devoted to fighting against evil in the world, but plagued by corruption in its own ranks
Aureon, god of law and knowledge LN Knowledge Open tome Balinor, god of beasts and the hunt N Life, Nature Pair of antlers Boldrei, goddess of community and home LG Life Fire in a stone hearth Dol Arrah
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
murky water flowing through the endless swamp to the mildewed vines and the rotting roots of swollen mangrove and banyan trees.
The Weeping Paths is a treacherous quagmire home to malicious spirits
mounds emerge from a heap of rotting vegetation near a ruined statue and attack the party. 8–9 A fire-scarred treant awakens and attacks the characters, blaming them for the destruction of its home. 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, wildfires, or magma flows that connect to their home plane. All the elements bow to fire. The strongest earth melts. Water boils. Even air ignites. We are all souls of flame, and we know what it is to
Fire Elemental Primal Spirit of Heat and Flame Habitat: Desert, Planar (Elemental Plane of Fire); Treasure: None Fire elementals arise when spirits of the Elemental Plane of Fire inhabit flames






