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Returning 35 results for 'being blade distance consult revolve'.
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Monsters
Spelljammer: Adventures in Space
Mercane Telepathy. The mercane can communicate telepathically with any other mercane it knows, regardless of the distance between them.Multiattack. The mercane makes three Psi-Imbued Blade attacks
.
Psi-Imbued Blade. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Psi-Imbued Blade"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3
Feats
Planescape: Adventures in the Multiverse
an attack roll or a saving throw, the magic of chaos flows through you. Roll a d4 and consult the Chaotic Flares table to determine what happens. A flare lasts until the end of your next turn, and a
’re wearing or carrying, up to the distance used to an unoccupied space that you can see.
4
Wailing Winds. Winds swirl in a 15-foot-radius sphere centered on you. You and any other creatures in that area have disadvantage on Wisdom saving throws.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Mercane Mercanes are the mysterious, magical creations of one or more deities whose portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant
also Mercane Telepathy)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Mercane Telepathy. The mercane can communicate telepathically with any other mercane it knows, regardless of the distance
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Mercane Mercanes are the mysterious, magical creations of one or more deities whose portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant
also Mercane Telepathy)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Mercane Telepathy. The mercane can communicate telepathically with any other mercane it knows, regardless of the distance
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Mercane Mercanes are the mysterious, magical creations of one or more deities whose portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant
also Mercane Telepathy)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Mercane Telepathy. The mercane can communicate telepathically with any other mercane it knows, regardless of the distance
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
travel day, roll 1d6 and consult the Airship Travel Weather table to determine the weather the characters face that day. This weather also determines the encounter distance and DC for Wisdom
While journeying to Korth, you can roll for or choose an encounter from the Airborne Encounters table, referencing the Encounter Distance column of the Airship Travel Conditions table to determine the
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
travel day, roll 1d6 and consult the Airship Travel Weather table to determine the weather the characters face that day. This weather also determines the encounter distance and DC for Wisdom
While journeying to Korth, you can roll for or choose an encounter from the Airborne Encounters table, referencing the Encounter Distance column of the Airship Travel Conditions table to determine the
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
travel day, roll 1d6 and consult the Airship Travel Weather table to determine the weather the characters face that day. This weather also determines the encounter distance and DC for Wisdom
While journeying to Korth, you can roll for or choose an encounter from the Airborne Encounters table, referencing the Encounter Distance column of the Airship Travel Conditions table to determine the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Explorer, Dead Chult is strewn with the corpses and bones of those who have fallen victim to its terrors. When the characters discover one such victim, roll a d20 and consult the Dead Explorers table
body of a human — from the waist up. Signs show that the explorer crawled a considerable distance after being bitten in half by a tyrannosaurus. (A Flaming Fist charter found on the corpse identifies
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Explorer, Dead Chult is strewn with the corpses and bones of those who have fallen victim to its terrors. When the characters discover one such victim, roll a d20 and consult the Dead Explorers table
body of a human — from the waist up. Signs show that the explorer crawled a considerable distance after being bitten in half by a tyrannosaurus. (A Flaming Fist charter found on the corpse identifies
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Explorer, Dead Chult is strewn with the corpses and bones of those who have fallen victim to its terrors. When the characters discover one such victim, roll a d20 and consult the Dead Explorers table
body of a human — from the waist up. Signs show that the explorer crawled a considerable distance after being bitten in half by a tyrannosaurus. (A Flaming Fist charter found on the corpse identifies
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Quarry
in broken condition.
The ring of gravel surrounds the statue at a distance of 5 feet, intended to mark a suitably respectful distance from the statue. Believers have a tradition of leaving
or cuts something. The name “Reszur” is graven on the dagger’s pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
about mining. If the characters talk to Toblen, he shares a brief tale told to him by one of his regular patrons. Roll a d6 and consult the Phandalin Tales table to determine which tale Toblen knows, or
around. Characters who engage Barthen, Ander, or Thistle in friendly conversation are told a tale. Roll a d6 and consult the Phandalin Tales table, or pick a tale the characters haven’t heard yet
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Quarry
in broken condition.
The ring of gravel surrounds the statue at a distance of 5 feet, intended to mark a suitably respectful distance from the statue. Believers have a tradition of leaving
or cuts something. The name “Reszur” is graven on the dagger’s pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Quarry
in broken condition.
The ring of gravel surrounds the statue at a distance of 5 feet, intended to mark a suitably respectful distance from the statue. Believers have a tradition of leaving
or cuts something. The name “Reszur” is graven on the dagger’s pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
about mining. If the characters talk to Toblen, he shares a brief tale told to him by one of his regular patrons. Roll a d6 and consult the Phandalin Tales table to determine which tale Toblen knows, or
around. Characters who engage Barthen, Ander, or Thistle in friendly conversation are told a tale. Roll a d6 and consult the Phandalin Tales table, or pick a tale the characters haven’t heard yet
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
about mining. If the characters talk to Toblen, he shares a brief tale told to him by one of his regular patrons. Roll a d6 and consult the Phandalin Tales table to determine which tale Toblen knows, or
around. Characters who engage Barthen, Ander, or Thistle in friendly conversation are told a tale. Roll a d6 and consult the Phandalin Tales table, or pick a tale the characters haven’t heard yet
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following
property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following
property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following
property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is
spell in chapter 3) or two asterisks (a spell in Xanathar’s Guide to Everything). Cantrips (0 Level) Acid splash
Booming blade *
Create bonfire **
Dancing lights
Fire bolt
Frostbite
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is
spell in chapter 3) or two asterisks (a spell in Xanathar’s Guide to Everything). Cantrips (0 Level) Acid splash
Booming blade *
Create bonfire **
Dancing lights
Fire bolt
Frostbite
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
encounters instead of using the tables in chapter 2. Once every hour, roll a d20 and consult the table to determine what, if anything, the party encounters. Drow Defenses d20 Encounter 1–10 No
forming an alliance. Characters can keep their distance and avoid the altercation. However, any drow who survive the battle head to the nearest drow outpost 1d4 miles away. After hearing the survivors
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is
spell in chapter 3) or two asterisks (a spell in Xanathar’s Guide to Everything). Cantrips (0 Level) Acid splash
Booming blade *
Create bonfire **
Dancing lights
Fire bolt
Frostbite
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
encounters instead of using the tables in chapter 2. Once every hour, roll a d20 and consult the table to determine what, if anything, the party encounters. Drow Defenses d20 Encounter 1–10 No
forming an alliance. Characters can keep their distance and avoid the altercation. However, any drow who survive the battle head to the nearest drow outpost 1d4 miles away. After hearing the survivors
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
encounters instead of using the tables in chapter 2. Once every hour, roll a d20 and consult the table to determine what, if anything, the party encounters. Drow Defenses d20 Encounter 1–10 No
forming an alliance. Characters can keep their distance and avoid the altercation. However, any drow who survive the battle head to the nearest drow outpost 1d4 miles away. After hearing the survivors
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
which you have grown wearily accustomed. Eventually, stone tiles become more noticeable, turning the path into a proper road. You can see spots of light in the distance, blue-white and too regularly
characters first reached the road, six duergar watching invisibly started following them at a safe distance. Twelve more duergar soldiers are stationed in guardhouses concealed within the rocky walls of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
are forbidden from entering this part of the city. The stone steps are some three hundred feet wide and rise nearly the same distance. A pair of giant jade spiders flanks the stairway at the top
. They have a climbing speed of 30 feet. They have truesight out to a range of 120 feet. Roll for random encounters as the characters explore the Academy grounds. You can roll a d20 and consult the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
adventure, the characters are asked to report to Marshal Vendri. She plans to have her troops take to the field, providing cover for the characters to reach the dragonnels. Consult the “Warriors of
. Once the characters are ready, the gnomes happily launch the characters one by one from the southwest city wall and over the Dragon Army forces below. After flying several hundred feet, the characters land a short distance from the tree line and Hawker’s Grove.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
adventure, the characters are asked to report to Marshal Vendri. She plans to have her troops take to the field, providing cover for the characters to reach the dragonnels. Consult the “Warriors of
. Once the characters are ready, the gnomes happily launch the characters one by one from the southwest city wall and over the Dragon Army forces below. After flying several hundred feet, the characters land a short distance from the tree line and Hawker’s Grove.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
are forbidden from entering this part of the city. The stone steps are some three hundred feet wide and rise nearly the same distance. A pair of giant jade spiders flanks the stairway at the top
. They have a climbing speed of 30 feet. They have truesight out to a range of 120 feet. Roll for random encounters as the characters explore the Academy grounds. You can roll a d20 and consult the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
adventure, the characters are asked to report to Marshal Vendri. She plans to have her troops take to the field, providing cover for the characters to reach the dragonnels. Consult the “Warriors of
. Once the characters are ready, the gnomes happily launch the characters one by one from the southwest city wall and over the Dragon Army forces below. After flying several hundred feet, the characters land a short distance from the tree line and Hawker’s Grove.