Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before both deep contact relate'.
Other Suggestions:
before both deep contain relate
before both deep contacts relate
before both deep contrast remote
before both deep conduct related
before both deep connect relate
Spells
Player’s Handbook
choose the fissures’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another
. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to
Magic Items
Dungeon Master’s Guide
against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage
saving throw, or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure
Magic Items
Dungeon Master’s Guide
Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting
Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head.
Ioun Stone of Awareness;Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on
Monsters
Acquisitions Incorporated
Magic Resistance. The deep crow has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the deep crow can take the Hide action as a
bonus action.
Sunlight Sensitivity. While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The deep crow makes three
Earthquake
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a
. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep
Monsters
Mordenkainen's Fiendish Folio Volume 1
can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons
, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the
Magic Items
Waterdeep: Dragon Heist
, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no
adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can’t be wielded. Nothing short of a wish spell can separate the axe from the item or surface to
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.An Elder Brain’s Lair
The lair of an elder brain always lies deep in the heart
conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. If you wish to facilitate contact between Eberron and other settings, passage through the Deep Ethereal is the simplest way to accomplish it. The potential impact of contact between Eberron and other realms is discussed in chapter 1.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reign as tyrants, while others serve as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them.The lair of an elder brain lies deep in the
telepathic contact is first established. If the save is successful, the creature is aware that something is eavesdropping. The nature of the eavesdropper isn’t revealed.
If the elder brain dies, these
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
magic gatehouse, from which I can send you to the Doomvault — the heart of the lich lord’s domain deep beneath the Thaymount. The Doomvault is a secret laboratory and containment structure, beneath which
ignorance is an intentional part of the dungeon’s security structure. If given time, however, she can confirm Doomvault lore that the characters learn. Syranna can relate the following information to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
University Contacts With a university as your patron, you are part of a sprawling bureaucracy—maybe deep in the tangles of it or, more likely, lingering at the edges. Wherever you sit in the network
of colleges, administrators, and faculty, a single person serves as your primary point of contact, someone who has a significant impact on the nature of your relationship with the university
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
do indeed relate to the eight schools of magic. The wizard requests that each character places a hand upon a different stone, to “assist in channeling the streams of magic.” When their hands are in
Cania and contact the archdevil. If the characters win over Mephistopheles, Ubbalux promises to guide them to someone who can help them find the Bleeding Citadel.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
resources or territory. Such conflicts aren’t common, because two tribes will always prefer to expand in different directions if they come into contact, but they do happen.
For example, two
this traitor onto their winged kin.
Kobold Names
Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Questions and Answers Keliphron answers three questions before severing telepathic contact with the characters. Under no circumstances does Keliphron reveal its true nature. Here are some likely
will find a shimmering crystal bridge spanning the river that runs through the canyon. The bridge leads to the entrance of the dragon’s subterranean lair, deep within the canyon wall.” Who Is Argus
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) fire damage on a failed save, or half as much damage on a successful one.
Deep Crow
The only warning you’ll get is that fearsome, far-off caw, echoing from the darkness like a death knell. For by
the time those glowing red eyes fix on you, it’s far too late to run …
Some adventurers and sages whisper that deep crows were first spawned as the familiars of evil arcane casters, abandoned in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
or paraphrase the following description when the characters reach the gate: Within a cavernous, steel-lined bunker deep below Rigus stands the gate to Acheron, an archway of iron spikes and bone. The
Shapechanger trait to pose as Sergeant Luggik. During assaults through the portal, the slaad uses telepathy to relate information to Zot and Sotu’s agents, who then slip back through the portal. This helps the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Entering the Haven The entrance to the library is a vertical shaft that plunges deep into the bedrock, with a crumbling stone staircase clinging to its stark gray walls. A successful DC 14 Wisdom
. If the characters refuse to aid her, the princess continually makes telepathic contact with random characters, urging them to reconsider before it’s too late. She tries to convince the characters
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw
throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Military Contacts Your group’s primary contact within your hierarchy is generally your superior officer—the person who gives you orders and is responsible for your success or failure. The Commanding
A kindly officer who is hesitant to send you into danger and constantly reminds you to be careful 6 A bitter officer who carries deep grudges against your nation’s enemies in the Last War and leaps at
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Forest Gnomes The reclusive forest gnomes live simply in hillside dwellings deep in the woods. A neighbor could live only a few miles from a forest gnome settlement for a lifetime and never know it
. In these communities, anonymity and stealth help to ensure protection, peace, and survival. If they are discovered and treated well, forest gnomes make fine neighbors, but they usually avoid contact
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rest of her family, but she can sense that her mind is slowly being eroded by contact with the Far Realm. Fearing that her descent into madness is inevitable, she lives in a state of self-imposed
exile and chooses to remain in Shadowdusk Hold despite every instinct telling her to flee. Melissara is a human archmage, with these changes: Melissara is neutral. She speaks Common, Deep Speech, Draconic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Eberron and the Multiverse It is theoretically possible to travel between Eberron and other worlds in the multiverse by means of the Deep Ethereal or various spells designed for planar travel, but
the Ring of Siberys is intact, and contact between Eberron and the worlds and planes beyond its cosmology is impossible. This is the default assumption of this book. On the other hand, you might want
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw
throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gauntlgrym. His descriptions of life in Ironmaster confirm much of what I’ve heard of the place, and so what I relate to you now is truth as solid as Moradin’s anvil. The dwarves of Ironmaster don’t want
great Shaengarne river rushes through a deep canyon of rock and ice in a series of cascades and waterfalls, throwing up freezing froth as it bashes against massive spires of rock that rise from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Directly above the ring and the disk is a 10-foot-deep, dome-shaped concavity in the ceiling.
Statues. Nestled in alcoves are two life-size statues of robed human wizards, their faces obscured
on a successful one. Creatures in direct contact with the iron ring or the disk, as well as creatures clad in metal armor, have disadvantage on the saving throw.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50
a DC 20 Constitution saving throw or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50
a DC 20 Constitution saving throw or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Earthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact
also concentrating, it must succeed on a DC 20 Constitution saving throw, or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
deep, rumbling voice say, “Ask!” in Common. The character can now ask the Skodkong three questions, and it provides truthful, all-knowing answers that only the character can hear. (You can take the
character is expelled, another character can attempt to contact the Skodkong as described above. Only one character at a time can be pulled into the slab.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure
contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses. A creature within a distance
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
’ locations, which can’t be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell’s area to another edge. A creature in the same space as a fissure
contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses. A creature within a distance
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Earthquake. As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact
also concentrating, it must succeed on a DC 20 Constitution saving throw, or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
undulate and bulge, as though the stone were amorphous. (The effect is unnerving but harmless.)
Statue. A deep alcove in the north wall contains a life-size statue whose human features seems to change
. Although his head remains human, his body is that of a giant beetle that walks on its hind legs. Cassiok is an archmage, with these changes: He is a chaotic evil aberration who speaks Common, Deep Speech
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ettercap Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests. Fine strands of silk stream from glands
ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
Web Walker. The






