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Returning 35 results for 'flowing make'.
Other Suggestions:
following make
flying make
floating make
Monsters
Forgotten Realms: Adventures in Faerûn
Evasion. If the nimblewright is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half
adapt their routines to account for dangers.
Nimblewrights are surprisingly dexterous for creations made of animated wood and metal. A nimblewright walks with a flowing grace and fights with
Monsters
Forgotten Realms: Adventures in Faerûn
Evasion. If the nimblewright is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half
surprisingly dexterous for creations made of animated wood and metal. A nimblewright walks with a flowing grace and fights with whirling pirouettes.
Nimblewrights can serve as interesting background
Monsters
Forgotten Realms: Adventures in Faerûn
Evasion. If the nimblewright is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half
dexterous for creations made of animated wood and metal. A nimblewright walks with a flowing grace and fights with whirling pirouettes.
Nimblewrights can serve as interesting background flavor in Calimshan
Monsters
Strixhaven: A Curriculum of Chaos
Elements Breath"}. Galazeth exhales a blast of flames and ice in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, gaining no benefit from cover (other than total
":"lightning"} lightning damage. A creature can take this damage no more than once during the move.
Flowing Creation (Costs 3 Actions). Galazeth magically summons 1d4;{"diceNotation":"1d4", "rollType
Magic Items
Acquisitions Incorporated
shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer’s map case noting a relevant shortcut . Your travel time is
reduced by half while you follow that route. If you succeed at the check by 5 or more, the map includes notes on the terrain, granting you advantage on the next ability check you make to travel
Monsters
Icewind Dale: Rime of the Frostmaiden
);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack, plus 11 (2d10);{"diceNotation":"2d10","rollType
Frostmaiden and is so ruthless that her enemies believe she has actual ice flowing through her veins. She has no living children that she knows of, but with Auril's blessing, she won't need any heirs to
Magic Items
Princes of the Apocalypse
A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The
spear contains a spark of Yan-C-Bin, the Prince of Evil Air.
You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1
playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.
If an autumn eladrin invites you over for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin
. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin
Monsters
Candlekeep Mysteries
strong ties to the Inner Planes and the blood of genies flowing through their veins. Like the marids of the Elemental Plane of Water, Zikran is turbulent and unpredictable.
He carries a handheld magic
(losing initiative ties), Zikran uses his handheld device to fire the cannon at one creature he can see, provided the creature is in the basement or on the staircase. Zikran’s target must make a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and
creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. The magic flowing through eladrin responds
spells
Elemental Evil Player's Companion
sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.
The ground in the spell’s area becomes muddy enough that creatures can sink into it
. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing
flowing through their veins manifests differently in each genasi, often as magical power.
Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin
of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. The magic flowing through eladrin responds to their emotional state by transforming them into
Monsters
Eberron: Rising from the Last War
different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12);{"diceNotation":"11d12
-foot-tall humanoid figure draped in a flowing, hooded robe formed of swirling mist and clinging shadow.
Minions. Most of Sul Khatesh's followers are wizards and warlocks, and she is one of the
Cleric
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only
a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?
QUICK BUILD
You can make a cleric
Monsters
Strixhaven: A Curriculum of Chaos
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Decaying Breath"}. Beledros exhales decaying energy in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking
intertwined magic of life and death. Her power taps into the life force flowing through living things and the natural world. She manipulates that energy to give healing and life or to bring death and
Control Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water
Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save
Monsters
Fizban's Treasury of Dragons
creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a DC 23 Strength saving throw. On a failed save, the
. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility. Having knowledge and
Monsters
Fizban's Treasury of Dragons
creates a shining bead of gravitational force in its mouth, then releases the energy in a 60-foot cone. Each creature in that area must make a DC 20 Strength saving throw. On a failed save, the
, seeking to understand itself. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
spends its turn coughing, able only to move at half speed or to make a check (with disadvantage) to free itself from the restrained condition. Creature. As soon as the sand begins flowing, the will-o
becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
preserving the Vistani way of life. Vistani elders make all the important decisions, but whether by choice or because of their age, tend to speak in cryptic, flowing riddles. Vistani families and clans
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
acceptance of law and order when necessary. Bytopia is the heaven of productive work, the satisfaction of a job well done. The goodness flowing through the plane creates feelings of goodwill and
happiness in creatures dwelling there. Optional Rule: Pervasive Goodwill At the end of each long rest taken on this plane, a visitor that is neither lawful good nor neutral good must make a DC 10 Wisdom
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, flowing from area 1 toward area 16. Ceilings. Tunnels are 10 feet high unless
All good dungeons have characteristics that make them unique, and Wave Echo Cave is no exception. The rhythmic thunder of pounding waves echoes throughout the mine, loud enough to make the stone
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
inattentive. On the east side of the stream flowing from the cave mouth, a small area in the briar thickets has been hollowed out to form a lookout post or blind. Wooden planks flatten out the briars and
stream, and neither side is surprised. Characters moving carefully or scouting ahead might be able to surprise the goblin lookouts. Have each character who moves ahead make a Dexterity (Stealth) check
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud
any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud
any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
starts its turn inside it must make a DC 13 Constitution saving throw. The gas has no effect on creatures that cannot be poisoned, and creatures that fail the save fall unconscious for 1 hour. Using cloth or wax, characters can plug the hundreds of holes and prevent the gas from flowing out.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
goods and people flowing through its port — so long as the government gets its cut — means that the harbor throngs with both honest captains conducting forthright trade and pirate crews looking to fence
their wares. Plenty of sailors also make their homes nearby in the Lower City. The harbor’s most immediately striking feature is its machinery, with dozens of enormous cranes and countless powered
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
goods and people flowing through its port — so long as the government gets its cut — means that the harbor throngs with both honest captains conducting forthright trade and pirate crews looking to fence
their wares. Plenty of sailors also make their homes nearby in the Lower City. The harbor’s most immediately striking feature is its machinery, with dozens of enormous cranes and countless powered
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
passage heads in the same direction. A set of narrow stairs cut into the rock wind up to the north, and two old wooden doors stand in a wall of dressed stone to the east.
The stream flowing from area
area 29. Any characters who fell into the pool are carried by the current toward the outflow at about 20 feet per round. A character who ends up in the river might be swept away; see “Fast-Flowing Water
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
radiance envisions language as sunlight emanating from the speaker or writer to illuminate others and make the world a brighter place. Mages who embrace this view use their language skills—and their magic
expose stinging truths, and to obfuscate secrets. The magic of shadow mages often manifests as bolts or blades of darkness or blotches of flowing ink, and its effects range from a sting of shame to an
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies
reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Karontor’s Hold Magic The Far Realm intrusion flowing from the well in Karontor’s Hold twists space and time in and around the keep to a range of 6 miles. The enclave has the following properties
the minute, the creature must make a DC 15 Intelligence saving throw. On a failed save, the creature takes 22 (4d10) psychic damage and gains 1 level of exhaustion. On a successful save, the creature
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
them, my precious children! Make your father proud!” He then bolts as two oozes drop from the ceiling in front of you, their dark forms flowing in your direction with unsettling awareness and malevolence






