Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before base designate contiguous returns'.
Other Suggestions:
before beast designate contiguous returns
before beast designate continuous returns
before based designate contiguous returns
before back designate contiguous returns
before back designate continuous returns
Spells
Player’s Handbook
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
can’t exceed 50 contiguous 10-foot Cube;Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings
Spells
Xanathar's Guide to Everything
tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed
area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base
the fortress. A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base
the fortress. A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base
the fortress. A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
can use an action to manipulate sliding portions of the disk and designate a destination platform. If the creature succeeds on a DC 20 Intelligence (Arcana) check, the disk flies at a speed of 60
feet to the destination, where it hovers for 1 minute or until no more creatures or objects are on it, then returns to its original position. A creature who succeeds on this check automatically succeeds on future attempts to fly any disk to the same destination.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
within the warded area of the stronghold. Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. Place magic mouth in two
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
can use an action to manipulate sliding portions of the disk and designate a destination platform. If the creature succeeds on a DC 20 Intelligence (Arcana) check, the disk flies at a speed of 60
feet to the destination, where it hovers for 1 minute or until no more creatures or objects are on it, then returns to its original position. A creature who succeeds on this check automatically succeeds on future attempts to fly any disk to the same destination.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
can use an action to manipulate sliding portions of the disk and designate a destination platform. If the creature succeeds on a DC 20 Intelligence (Arcana) check, the disk flies at a speed of 60
feet to the destination, where it hovers for 1 minute or until no more creatures or objects are on it, then returns to its original position. A creature who succeeds on this check automatically succeeds on future attempts to fly any disk to the same destination.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
1. Acererak’s Warning Near the base of the cliffs, a fifteen-foot-tall obelisk of cracked stone is draped with vines and black moss. Behind it, you see a dark passageway obscured by withered creepers
. A second, smaller tunnel burrows into the base of a cliff to the east.
The tunnel leading to the tomb’s true entrance (area 4) is obscured by vegetation and cannot be detected unless the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
1. Acererak’s Warning Near the base of the cliffs, a fifteen-foot-tall obelisk of cracked stone is draped with vines and black moss. Behind it, you see a dark passageway obscured by withered creepers
. A second, smaller tunnel burrows into the base of a cliff to the east.
The tunnel leading to the tomb’s true entrance (area 4) is obscured by vegetation and cannot be detected unless the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
1. Acererak’s Warning Near the base of the cliffs, a fifteen-foot-tall obelisk of cracked stone is draped with vines and black moss. Behind it, you see a dark passageway obscured by withered creepers
. A second, smaller tunnel burrows into the base of a cliff to the east.
The tunnel leading to the tomb’s true entrance (area 4) is obscured by vegetation and cannot be detected unless the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
swooping through the air ahead of you. The figure comes to rest atop the column farthest from Stormwreck Isle and vanishes from sight.
Again, Sparkrender does not notice the characters as he returns to his
tie up the boat at the base of one of the pillars, they can instead climb to the area atop it (area D2, area D3, area D4, or area D5).
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
swooping through the air ahead of you. The figure comes to rest atop the column farthest from Stormwreck Isle and vanishes from sight.
Again, Sparkrender does not notice the characters as he returns to his
tie up the boat at the base of one of the pillars, they can instead climb to the area atop it (area D2, area D3, area D4, or area D5).
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
swooping through the air ahead of you. The figure comes to rest atop the column farthest from Stormwreck Isle and vanishes from sight.
Again, Sparkrender does not notice the characters as he returns to his
tie up the boat at the base of one of the pillars, they can instead climb to the area atop it (area D2, area D3, area D4, or area D5).
Monsters
Fizban's Treasury of Dragons
beauty of the ocean. (Good)
6
Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)
Topaz
returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The existing abundance of crystals and topazes remains, but new ones form at a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Spireball has three bases corresponding to its three pedestals. Each time a batter returns from second base to home plate, their team scores 1 point. The round ends when three batters are out, either by
order from home plate to first base, first base to second base, and second base back to home plate. The game has the following rules. Setup The offensive team rolls initiative to determine the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Spireball has three bases corresponding to its three pedestals. Each time a batter returns from second base to home plate, their team scores 1 point. The round ends when three batters are out, either by
order from home plate to first base, first base to second base, and second base back to home plate. The game has the following rules. Setup The offensive team rolls initiative to determine the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Spireball has three bases corresponding to its three pedestals. Each time a batter returns from second base to home plate, their team scores 1 point. The round ends when three batters are out, either by
order from home plate to first base, first base to second base, and second base back to home plate. The game has the following rules. Setup The offensive team rolls initiative to determine the
Magic Items
The Book of Many Things
offer, it returns to its home plane.
Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20.
Humanoid. You can immediately choose to
you are proficient with appears in your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren’t
Monsters
Fizban's Treasury of Dragons
the sight of the vast beauty of the ocean. (Good)
6
Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures
giant squid in the region returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The existing abundance of crystals and topazes remains
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
from within. The characters have been warned to expect guards at the great doors to the steading, but none are visible. (If the party returns to the stronghold after an initial foray, there will be
the hidden cave base camp to rest and regain spells—provided they take moderate precautions not to leave a plain trail or be followed to this sanctuary. Failure to take such basic precautions may lead
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
deprive her followers of their god-granted spells and their will to fight. With the Frostmaiden’s defeat, normal seasonal weather returns to Icewind Dale. The sun again rises above the horizon, and as
, since they represent a threat to Zhentarim control of the region; without a power base of his own, however, Naerth can do little to stop them. The end of winter signals a resurgence of life in Icewind Dale
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
from within. The characters have been warned to expect guards at the great doors to the steading, but none are visible. (If the party returns to the stronghold after an initial foray, there will be
the hidden cave base camp to rest and regain spells—provided they take moderate precautions not to leave a plain trail or be followed to this sanctuary. Failure to take such basic precautions may lead
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
deprive her followers of their god-granted spells and their will to fight. With the Frostmaiden’s defeat, normal seasonal weather returns to Icewind Dale. The sun again rises above the horizon, and as
, since they represent a threat to Zhentarim control of the region; without a power base of his own, however, Naerth can do little to stop them. The end of winter signals a resurgence of life in Icewind Dale
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
deprive her followers of their god-granted spells and their will to fight. With the Frostmaiden’s defeat, normal seasonal weather returns to Icewind Dale. The sun again rises above the horizon, and as
, since they represent a threat to Zhentarim control of the region; without a power base of his own, however, Naerth can do little to stop them. The end of winter signals a resurgence of life in Icewind Dale
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
from within. The characters have been warned to expect guards at the great doors to the steading, but none are visible. (If the party returns to the stronghold after an initial foray, there will be
the hidden cave base camp to rest and regain spells—provided they take moderate precautions not to leave a plain trail or be followed to this sanctuary. Failure to take such basic precautions may lead