Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before border dealing container remain'.
Other Suggestions:
before borders dwelling contain remain
before borders daring contain remain
before border dwelling contain remain
before border daring contain remain
before borders dealing contain remain
Spells
Player’s Handbook
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied
Yeth Hound
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot
, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the
Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in
Etherealness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to
number of feet you are moved.
This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
At Higher Levels. When you
Gunpowder, Powder Horn
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw
Gunpowder, Keg
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw
Monsters
Tales from the Yawning Portal
control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and
remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Petrification Ray. The targeted
Monsters
Quests from the Infinite Staircase
:
Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1
Monsters
Tales from the Yawning Portal
., one creature. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage. Instead of dealing damage, Tloques-Popolocas can grapple
":"Children of the Night"} rounds, acting as allies of Tloques-Popolocas and obeying his spoken commands. The beasts remain for 1 hour, until Tloques-Popolocas dies, or until Tloques-Popolocas dismisses them as a bonus action.Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen's Fiendish Folio Volume 1
energy from their eyes. Blindheims fear that some day the sun will venture underground and have its revenge upon them. When dealing with surface dwellers, they insist that visitors swear to never
offense. In the minds of the blindheims, the sun could not possibly have forgotten their great and heroic theft, and anything said to dispel the belief that they remain infamous and feared by all folk
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Grolantor. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the space the
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there
damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
2. Orange. The
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall
asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Petrification Ray
Acolyte
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While
near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Suggested
Monsters
Fizban's Treasury of Dragons
mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things&mdash
storage. Occasionally, though, a whimsical moonstone dragon delights in shaking things up, insisting that visitors come to the Border Ethereal for a meeting or sleeping in the middle of a heavily
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, the vampire can grapple the
the Night"} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The
Vampire
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction
. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3 legendary actions, choosing from the options below. Only one
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18
, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
until the end of the high fae’s next turn.
Ridicule. When a creature misses the high fae with an attack roll, the high fae magically mocks the creature, dealing 5 (2d4);{"diceNotation":"2d4
other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their
Monsters
The Wild Beyond the Witchlight
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
);{"diceNotation":"1d4","rollType":"damage","rollAction":"Tiny Claw","rollDamageType":"poison"} poison damage when she hits with a Claw attack. She has advantage on Dexterity (Stealth) checks, and disadvantage on Strength checks and Strength saving throws. Her statistics otherwise remain unchanged.
Monsters
Fizban's Treasury of Dragons
teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from
things up, insisting that visitors come to the Border Ethereal for a meeting or sleeping in the middle of a heavily trafficked forest on the Material Plane.
Moonstone dragons navigate their
Backgrounds
Baldur’s Gate: Descent into Avernus
, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not
hazardous and you remain in good standing with your temple.
BALDUR’S GATE FEATURE: RELIGIOUS COMMUNITY
You’re tightly connected with the religious community of Baldur’s Gate
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
heart of the world and monuments to the durability of life.
In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common
Shepherds
As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don’t try to dominate nature, but rather seek to ensure that it prospers and survives according to its
Monsters
Waterdeep: Dungeon of the Mad Mage
":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, Zorak can grapple the target (escape DC 18).
Bite. (Bat or Vampire
in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies
Monsters
Eberron: Rising from the Last War
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
Khatesh understand what forces they are dealing with, or recognize the danger inherent in her gifts.
The Queen of Shadows. An entity of shadow, Sul Khatesh can assume any form. Her favored shape is a twelve
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until
. Turning Immunity. The avatar is immune to features that turn undead.
Actions
Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing
Monsters
Princes of the Apocalypse
immediately after dealing damage to him.
Fire Form. Imix can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass
":"roll","rollAction":"Destruction Chance"} that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed.
Regional Effects
The region containing an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of
Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of
Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the
Monsters
Waterdeep: Dungeon of the Mad Mage
);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, Keresta can grapple the target (escape DC 18).
Bite
commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
Backgrounds
Sword Coast Adventurer's Guide
: Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through
dealing with people in the outside world.
d6
Ideal
1
Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2
Charity. I always
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down
Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down
Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Eternal Garden Features The Eternal Garden has the following features: Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset
. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden. Eternal Summer. The climate in the garden is a perpetual, lovely






