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Returning 35 results for 'that feet domains'.
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Spells
Player’s Handbook
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s next turn.In the Feywild, dolphin delighters brighten the moods of those who travel the seas of the Domains of Delight. Telepathically singing sea chanteys, these dolphins leap and teleport
groups of sea elves, tritons, and tortles as guardians and friends.
Dolphins
Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet
monsters
feet to an unoccupied space he can see and makes one Eldritch Burst or Paralyzing Touch attack.
Forbidden Knowledge. Intelligence Saving Throw: DC 20, up to three creatures Azalin can see within 60 feet
demeanor. However, his true form was that of a moldering lich, eyes ablaze with blasphemous energy.
Since arriving in the Domains of Dread, Azalin has been unable to learn new magic. For a wizard who
Monsters
Mordenkainen's Fiendish Folio Volume 1
Close Quarters Shooting. The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't incapacitated, if the target of the attack
is also within 5 feet of the needle spawn.Needle Volley. The needle spawn makes up to 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Needle Volley"} needle attacks, but it cannot attack
Monsters
Van Richten’s Guide to Ravenloft
","rollAction":"Beguiling Hex"}. The horror expels a wave of mind-altering magic. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw, taking 33 (6d10);{"diceNotation":"6d10
much damage on a successful one.
Bile Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Bile Hex"}. The horror expels acidic bile in a 60-foot line that is 5 feet wide. Each
Unspeakable Horror
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Van Richten’s Guide to Ravenloft
successful one.
Beguiling Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Beguiling Hex"}. The horror expels a wave of mind-altering magic. Each creature within 30 feet
","rollAction":"Bile Hex"}. The horror expels acidic bile in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw or be covered in bile. A creature
monsters
creature can’t regain Hit Points for 1 minute. Success: Half damage only.Bloodthirsty Slash. Trigger: A Bloodied creature the nosferatu can see within 40 feet takes damage. Response: The nosferatu
remain duplicitous schemers.
Vampires
Horrific varieties of blood-drinking vampires spread their wickedness across the Domains of Dread.PoisonNecrotic
Monsters
Van Richten’s Guide to Ravenloft
expels a wave of mind-altering magic. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw, taking 33 (6d10);{"diceNotation":"6d10","rollType":"damage","rollAction":"Beguiling
(Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Bile Hex"}. The horror expels acidic bile in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a
Monsters
Van Richten’s Guide to Ravenloft
within 30 feet of the horror must make a DC 15 Wisdom saving throw, taking 33 (6d10);{"diceNotation":"6d10","rollType":"damage","rollAction":"Beguiling Hex","rollDamageType":"psychic"} psychic damage
":"recharge","rollAction":"Bile Hex"}. The horror expels acidic bile in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw or be covered in bile
Monsters
Van Richten’s Guide to Ravenloft
successful one.
Beguiling Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Beguiling Hex"}. The horror expels a wave of mind-altering magic. Each creature within 30 feet of the
":"Bile Hex"}. The horror expels acidic bile in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw or be covered in bile. A creature covered in
Gate
Legacy
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Spells
Basic Rules (2014)
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or
Monsters
Fizban's Treasury of Dragons
saving throw or be pushed up to 20 feet away and knocked prone.
Rime Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Rime Breath"}. The sea serpent exhales a 30-foot
territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship’s
Monsters
Vecna: Eve of Ruin
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Spike Burst"}. Twisted, spectral spikes shoot out from the impaler’s body. Each creature within 30 feet of the impaler must make a DC 19
impaler regains spent legendary actions at the start of its turn.
Speed Spike. The impaler teleports up to 30 feet to an unoccupied space it can see. It can then make a Spike attack.
Deepen Wounds
Sahuagin Baron
Legacy
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Monsters
Monster Manual (2014)
needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of him, using a limited telepathy.Multiattack
self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of
Sahuagin Priestess
Legacy
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Monsters
Monster Manual (2014)
to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy.
Spellcasting. The
trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The self-styled rulers of sahuagin ocean domains are
Monsters
Fizban's Treasury of Dragons
":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 30 feet away from the sea serpent and knocked prone.
Rime Breath (Recharge
floating frozen amid the wreckage of their ships.
Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission
monsters
. Charisma Saving Throw: DC 25, each creature and object that isn’t being worn or carried in a 10-foot-radius Sphere centered on a point Cthulhu can see within 60 feet. Failure: 36 (8d8
);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Fold Space", "rollDamageType":"Force"} Force damage, and the target is teleported to an unoccupied space within 60 feet of Cthulhu that is horizontal
monsters
hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 7 (1d6 + 4
. During his unnaturally long existence, he has learned many occult secrets and mysteries of the Domains of Dread. Strahd’s dignified bearing crumbles when someone breaks his laws or denies him what
Magic Items
Tasha’s Cauldron of Everything
made to maintain your concentration on divination spells.
Twist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you
realm of Barovia. These travelers have learned many secrets of these domains and encountered countless others wandering amid the Shadowfell’s horrors. Most Vistani bands accept well-intentioned
monsters
":"recharge", "rollAction":"Cataclysmic Fire"}. Dexterity Saving Throw: DC 19, each creature in a 20-foot-radius Sphere centered on a point Lord Soth can see within 120 feet. Failure: 24 (7d6
Dragonlance and Ravenloft campaign settings. If you want to give Soth a unique relationship to the Domains of Dread, consider these possibilities:
The nature of Soth’s curse creates aspects of
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
following roles: Dark Clutches. The Mists serve the Dark Powers. They might steal residents of other worlds or entire locations from elsewhere in the multiverse and trap them in the Domains of Dread
them. Transportation. The Mists can appear anywhere, claim individuals, and spirit them elsewhere in the Domains of Dread. Pauline Voss Few claimed by the Mists escape the horrors within Mysteries of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
transport those who enter them to distant lands, other domains, or even beyond the Domains of Dread. The Mists are inscrutable, but they ever serve the schemes of the Dark Powers, delivering creatures
wherever these wicked forces desire. The Dark Powers also grant Darklords limited ability to manipulate the Mists surrounding their domains, allowing most to open or close their domains’ borders to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gate Level 9 Conjuration (Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a diamond worth 5,000+ GP)
Duration: Concentration, up to 1 minute
You
conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gate 9th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a diamond worth at least 5,000 gp) Duration: Concentration, up to 1 minute You conjure a portal linking an
unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gate 9th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a diamond worth at least 5,000 gp) Duration: Concentration, up to 1 minute You conjure a portal linking an
unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Gate Level 9 Conjuration (Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a diamond worth 5,000+ GP)
Duration: Concentration, up to 1 minute
You
conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to
within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to
within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
was that of a moldering lich, eyes ablaze with blasphemous energy. Since arriving in the Domains of Dread, Azalin has been unable to learn new magic. For a wizard who forsook his mortality to pursue
arcane studies, this was the ultimate frustration. Despite the limits on his studies, Azalin numbered among the few Darklords who understood the mysterious nature of the Domains of Dread. For
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Unspeakable Horrors Untold, half-formed evils lurk amid the Mists, the yet-to-be-realized imaginings of the Dark Powers and the remnants of ruined domains. While such nightmares typically manifest as
laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Darklord Patrons Most Darklords have lost track of how long they’ve been prisoners of their domains. Countless times they’ve failed to achieve their goals, and countless times the Dark Powers have
Darklord might patronize or test the characters, sending them on quests throughout the Darklord’s domain or into the domains of rival Darklords. In return for the characters’ aid, the Darklord might offer
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Dolphins Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long. Dolphin Dolphins are symbols of wisdom and playfulness among the
damage. If the dolphin moved at least 30 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) bludgeoning damage.
Dolphin Delighter In the Feywild, dolphin
Compendium
- Sources->Dungeons & Dragons->Monster Manual
strive to create vast, dead domains where they are the greatest things that remain. Martin Mottet As terrifying as it is titanic, an ancient black dragon
eradicates unwanted life in its despoiled
, one creature the dragon can see within 120 feet. Failure: 33 (6d10) Poison damage, and the target has Disadvantage on saving throws to maintain Concentration until the end of its next turn. Failure
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. While some lurk in their lairs for months, others regularly soar over their domains. When they spot something moving on the ice, they might swoop down to feed or extort food and offerings from sapient
uses at the start of each of its turns.
Freezing Burst. Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 7
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
presence of a heated argument, grass withers under the feet of one who seethes with malice, and birds chip merrily in the presence of those who are joyous and squawk angrily at those who are dour. Time and
. Domains of Delight Much of the Feywild is governed by powerful Fey called archfey. The area under a particular archfey’s command—called a Domain of Delight—reflects the character and desires of its