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Returning 35 results for 'barriers border diffusing currents rolling'.
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Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
Species
Mordenkainen Presents: Monsters of the Multiverse
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the
rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Eclipsed Realms The boundaries between Lorwyn and Shadowmoor are clear, either shining with brilliant light or cloaked in deep shadow. Some border regions, however, are liminal spaces known as
miles. They are uninhabited but often contain natural features like forests, mountains, and rolling plains. Those who travel into eclipsed realms are influenced by both Lorwyn and Shadowmoor
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Eclipsed Realms The boundaries between Lorwyn and Shadowmoor are clear, either shining with brilliant light or cloaked in deep shadow. Some border regions, however, are liminal spaces known as
miles. They are uninhabited but often contain natural features like forests, mountains, and rolling plains. Those who travel into eclipsed realms are influenced by both Lorwyn and Shadowmoor
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Eclipsed Realms The boundaries between Lorwyn and Shadowmoor are clear, either shining with brilliant light or cloaked in deep shadow. Some border regions, however, are liminal spaces known as
miles. They are uninhabited but often contain natural features like forests, mountains, and rolling plains. Those who travel into eclipsed realms are influenced by both Lorwyn and Shadowmoor
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
nearby land. Giant Trinket. While exploring your home, you discovered some trivial remnant of the ancient inhabitants, as determined by rolling on the Giant Trinkets table. The items in parentheses are the
tools Primordial Nexus You grew up surrounded by powerful elemental magic. Maybe you lived in a place where the border between the Material Plane and an Elemental Plane was thin. Or perhaps you spent
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
nearby land. Giant Trinket. While exploring your home, you discovered some trivial remnant of the ancient inhabitants, as determined by rolling on the Giant Trinkets table. The items in parentheses are the
tools Primordial Nexus You grew up surrounded by powerful elemental magic. Maybe you lived in a place where the border between the Material Plane and an Elemental Plane was thin. Or perhaps you spent
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
nearby land. Giant Trinket. While exploring your home, you discovered some trivial remnant of the ancient inhabitants, as determined by rolling on the Giant Trinkets table. The items in parentheses are the
tools Primordial Nexus You grew up surrounded by powerful elemental magic. Maybe you lived in a place where the border between the Material Plane and an Elemental Plane was thin. Or perhaps you spent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
to a wagon while being dragged behind it Tip over a statue Keep a boulder from rolling Strength Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
to a wagon while being dragged behind it Tip over a statue Keep a boulder from rolling Strength Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
to a wagon while being dragged behind it Tip over a statue Keep a boulder from rolling Strength Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
on to a wagon while being dragged behind it Tip over a statue Keep a boulder from rolling Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when attacking
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Whirlpools In areas where storms or opposed currents drive powerful waters together, violent maelstroms might form. Whirlpools are difficult terrain. Each whirlpool has a rank, which determines its
. The check’s DC is chosen or randomly determined by rolling a d4 on the Whirlpool Rank table. The captain, first mate, bosun, and quartermaster each make an ability check, as shown on the Whirlpool
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
on to a wagon while being dragged behind it Tip over a statue Keep a boulder from rolling Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when attacking
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Whirlpools In areas where storms or opposed currents drive powerful waters together, violent maelstroms might form. Whirlpools are difficult terrain. Each whirlpool has a rank, which determines its
. The check’s DC is chosen or randomly determined by rolling a d4 on the Whirlpool Rank table. The captain, first mate, bosun, and quartermaster each make an ability check, as shown on the Whirlpool
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Whirlpools In areas where storms or opposed currents drive powerful waters together, violent maelstroms might form. Whirlpools are difficult terrain. Each whirlpool has a rank, which determines its
. The check’s DC is chosen or randomly determined by rolling a d4 on the Whirlpool Rank table. The captain, first mate, bosun, and quartermaster each make an ability check, as shown on the Whirlpool
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
on to a wagon while being dragged behind it Tip over a statue Keep a boulder from rolling Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when attacking
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes as well. Magic that allows transit to the Border Ethereal, such as the
etherealness spell, is the exception to this rule. A creature that enters the Border Ethereal from Undermountain is pulled back into the dungeon upon leaving that plane. Magic that summons creatures or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes as well. Magic that allows transit to the Border Ethereal, such as the
etherealness spell, is the exception to this rule. A creature that enters the Border Ethereal from Undermountain is pulled back into the dungeon upon leaving that plane. Magic that summons creatures or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes as well. Magic that allows transit to the Border Ethereal, such as the
etherealness spell, is the exception to this rule. A creature that enters the Border Ethereal from Undermountain is pulled back into the dungeon upon leaving that plane. Magic that summons creatures or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
tides and currents of the plane can travel between worlds freely, but the storms also wreck ships from the Material Plane on the island’s shore. The region of the Plane of Water nearest the Swamp of
icebergs can carry these creatures farther into the Plane of Water to threaten ships and islands in warmer seas. The Frostfell, also called the Plane of Ice, forms the border between the planes of Air and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
tides and currents of the plane can travel between worlds freely, but the storms also wreck ships from the Material Plane on the island’s shore. The region of the Plane of Water nearest the Swamp of
icebergs can carry these creatures farther into the Plane of Water to threaten ships and islands in warmer seas. The Frostfell, also called the Plane of Ice, forms the border between the planes of Air and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
tides and currents of the plane can travel between worlds freely, but the storms also wreck ships from the Material Plane on the island’s shore. The region of the Plane of Water nearest the Swamp of
icebergs can carry these creatures farther into the Plane of Water to threaten ships and islands in warmer seas. The Frostfell, also called the Plane of Ice, forms the border between the planes of Air and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world. Noble
, starting with rolling a size modifier: Size modifier = 2d10 Height = 5 feet + 6 inches + your size modifier in inches Weight in pounds = 180 + (2d6 × your size modifier) Speed. Your base walking
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world. Noble
, starting with rolling a size modifier: Size modifier = 2d10 Height = 5 feet + 6 inches + your size modifier in inches Weight in pounds = 180 + (2d6 × your size modifier) Speed. Your base walking
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world. Noble
, starting with rolling a size modifier: Size modifier = 2d10 Height = 5 feet + 6 inches + your size modifier in inches Weight in pounds = 180 + (2d6 × your size modifier) Speed. Your base walking






