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Returning 35 results for 'before boat device carry resetting'.
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Magic Items
Dungeon Master’s Guide
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can’t attack. It obeys your simple commands and can carry up to 500
Magic Items
Descent into the Lost Caverns of Tsojcanth
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater
. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000
Magic Items
Forgotten Realms: Heroes of Faerûn
carry up to 100 pounds.
Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder’s unique key for 1 minute. Once wound, the wonder operates for 24
resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms into a personal transport device and
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
Quaal's Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. Stephen Andrade Tasha’s Creeping Keelboat
Tasha’s Creeping Keelboat Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a
Backgrounds
Baldur’s Gate: Descent into Avernus
and the bugbear became friends.
6
Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your
, and I will protect the land.
3
A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4
My tools are symbols of my past life, and I carry
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24
determines it randomly.
d100 Feather Token
01–20 Anchor
21–35 Bird
36–50 Fan
51–65 Swan boat
66–90 Tree
91–00 Whip
Anchor. You can use an action to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Oh, Momma! Ask the players which character has the Wildspace orrery. If none of the characters want to carry it, Krux takes it. With the item in their possession, Krux and the characters can hop
aboard their jolly boat and return to the Second Wind. Have Krux and each character make a DC 21 Wisdom (Perception) check. Those who fail the check are surprised when Big Momma attacks: As the jolly boat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature
determines it randomly. d100 Feather Token d100 Feather Token 01–20 Anchor 51–65 Swan boat 21–35 Bird 66–90 Tree 36–50 Fan 91–00 Whip Anchor. You can use an action to touch the token to a boat or ship
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, not tears, for an old scoundrel like me. Make sure everyone knows my stories when I head off on the greatest adventure of them all.’”
Becklin nods, and villagers carry the boat containing Ispin’s body
the stage next to a simple boat, within which rests the body of Ispin Greenshield. Read or paraphrase the following: Those who were closest to Ispin Greenshield gather on the dock overlooking the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can’t attack. It obeys your simple commands and can carry up to 500 pounds
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can’t attack. It obeys your simple commands and can carry up to 500 pounds
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The Final Boat Most of the draconians remaining in Vogler focus on looting the village, giving the villagers enough time to evacuate. At the end of the pier, only Mayor Raven, Darrett, and a few
others have yet to board a boat. The remaining boats have enough space for them and the characters. Before the characters head to their boats, read the following text: “Hold the boat!” a voice rasps from
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Symbol Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic device that bears a distinctive image. Your symbol exemplifies the oath you have taken and
token that you carry concealed on your person. Symbols d6 Symbol 1 A dragon, emblematic of your nobility in peace and your ferocity in combat 2 A clenched fist, because you are always ready to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and sneak up on them. Taking a boat downriver, landing, and sneaking back is also a viable option. The area atop the cliffs is wooded, but an open field lies below and behind the soldiers’ position
Keep sits the creation of the tinker gnome Than: a people-launching device called a gnomeflinger (described in appendix A). If using the gnomeflinger comes up, Becklin or Darrett suggests consulting with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have seen the ship, row ashore and pick the characters up (say in the cave below the haunted house), that takes 15 or 20 minutes. The characters then board the fishing boat, which is rowed out toward the
ship. The journey to the ship takes 30 minutes (20 minutes with more than two rowing), but if the boat is to approach the Sea Ghost from the seaward side, another 5 minutes should be added. The ship
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and others haggle over the finer lumber here, and wagons carry supplies. See areas 2, area 3, and area 4 for more information about the tavern, the stable, and the shrine. The well is 40 feet deep
spends an hour or more in the village asking questions, getting a meal or rest, or otherwise not getting aboard the castle might miss the boat. The castle leaves one hour after the cultists realize the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and others haggle over the finer lumber here, and wagons carry supplies. See areas 2, 3, and 4 for more information about the tavern, the stable, and the shrine. The well is 40 feet deep, cold, and
, or otherwise not getting aboard the castle might miss the boat. The castle leaves one hour after the cultists realize the village has been infiltrated. After the castle is gone, the villagers drop all
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
A shipwreck is a plot device that can be used sparingly to great effect, particularly if you want the characters to be washed ashore on some monster-infested island or (in the case of an airship
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Caller Folktales of the Caller carry a cold, cruel authenticity, hinting of a vicious mythos too specific to be fiction. The Caller numbers among the most notorious supernatural figures in the
requests they hunt down the Caller. This figure provides their agents with a device that allows the bearers to travel to whatever domain the Caller is currently in.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
edge of the castle yard leads down to the boat basin and landing. Carved into the bluff is a 20-foot-long staircase. Random Encounters. Characters lingering in the castle yard are likely to encounter
blocks the castle’s water gate (area K11). It only takes one person to operate the capstan, but lowering the chain to allow a boat to pass requires a character to use three actions cranking. Treasure
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Croaking voices penetrate the fog, through which dark shapes appear, resolving into two rowboats. Manning the oars of each rowboat are two bullywugs.
The four bullywugs (neutral) are enjoying a boat
before setting out to subdue the characters and bring them before Gullop XIX for questioning. SWAMP GAS BALLOONS
A swamp gas balloon has two separate parts:
The wicker basket, which can carry up to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
. Trident of Fish Command This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an
requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
hit points, and immunity to poison and psychic damage. In addition to functioning as a normal mirror, each security mirror acts as a magical scrying device, allowing guards in the security office
1d3 security guards (use the thug stat block) to the holding cells (area A17). The cheater is released the next dawn, escorted by security to a boat, advised never to return, and sent upriver.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
between planes and layers. Trading vessels sail up and down its length, and small towns line its banks. Travelers can usually find a boat to hire somewhere along its shores. River Styx The River Styx
currents and eddies of the river. For a price, these pilots carry passengers from plane to plane. Some pilots are Fiends, while others are the souls of dead creatures from the Material Plane. Yggdrasil, the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
in the village circle. Assess how many ships the village has and roughly how many villagers they can carry. Instruct the villagers how to get to safety. Keep the villagers calm. Mayor Raven and
. A character proficient with water vehicles makes these checks with advantage. Boat Made of Boats. A character who succeeds on a DC 16 Wisdom (Survival) check formulates a plan to use rope and rings of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Areas of the Water Temple C1. Lake Landing If the characters arrive by boat from the stream, read the following text: Firelight shines from a large cavern ahead. The stream opens into a large
on the edge of the quay or on a boat, reavers attempt to use the “Shoving a Creature” special attack to push a character into the water. (The water is 15 feet deep near the quay.) Eyon prefers to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
and fears the Second Wind might accidentally smash it to flinders or rip it off its moorings. For this reason, he orders Flinch to deploy a jolly boat while the Second Wind remains 100 feet away, its
the Second Wind. Characters can use the six oars aboard the jolly boat to propel it to the docks while Krux stands proudly in the bow, pointing to the dock as if the destination were not obvious
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pawn in a position of power 3 Magic (d6) 1 Obtain an ancient artifact 2 Build a construct or magical device 3 Carry out a deity’s wishes 4 Offer sacrifices to a deity 5 Contact a lost deity or power
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
bottom.
The Helm To enable them to traverse the skies and travel between planes, each githyanki ship is powered by a helm, a magical device in the form of a throne-like chair that converts psychic
githyanki ships, the planar raider serves as a mobile headquarters during a major attack on the githyanki’s enemies. It needs a crew of ten and can carry more than a hundred passengers. A planar raider
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of the city, this means not merely the ability to carry a weapon, but the right to retain up to seventy equipped soldiers. These soldiers always wear a house’s colors and the house’s “arms of grace
” — a heraldic device often borne on a shield, worn as a cloak pin, or affixed to a helmet. Others throughout the city, even foreign dignitaries, are permitted to retain only up to sixteen armed
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
say they’re looking for Ronnom, Eko and Mok offer to lead them to him (see area M26). Other than their three-dragon ante Gaming Set, the doppelgangers carry nothing of value. The drawers are empty. M26
midpoint of the staircase, a shallow niche in the south wall contains a wooden box that is actually a Folding Boat and a lit Hooded Lantern. Ronnom Daamos leaves these items here to help him reach
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, admonishing them to douse any bright lights they carry, as the lights hurt the pechs’ eyes. If the characters comply, the pechs become curious and willing to chat. Otherwise, they resume their work
: River Ledge A ten-foot-long wooden boat is tied to a ledge near the water. Intricate, flowing knotwork carving adorns the sides of the craft, which tapers to a point at both ends. Two oars lie inside
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
or noise, the pechs investigate. The pechs are initially indifferent toward the characters, admonishing them to douse any bright lights they carry, as the lights hurt the pechs’ eyes. If the
worth 600 gp and weighs 100 pounds), a Spell Scroll of Levitate, and a beaten copper bowl with lapis lazuli handles, which is worth 750 gp. L12: River Ledge A ten-foot-long wooden boat is tied to a ledge






