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Returning 35 results for 'blessed both direction contact roaming'.
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Magic Items
Dungeon Master’s Guide
Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must
physical remains.
Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole
Poltergeist
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, the poltergeist makes a Charisma check contested by the target’s Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including
upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6;{"diceNotation":"1d6","rollType":"roll"} damage per 10 feet moved.
If the target is an object
Magic Items
Storm King's Thunder
speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle
into contact with the ground, the castle lands gently.
The castle, if it is moving, comes to a gradual stop.
The castle makes a slow, 90-degree turn clockwise or counterclockwise (turning a northerly
Sphere of Annihilation
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5
gains control of the sphere and can levitate it as normal.
If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that
Monsters
Spelljammer: Adventures in Space
and the nectar of the bozo flower. Eventually, Thrill Joy transformed the faithful into fiendish creatures and “blessed” them with clown-like appearances.
Space clowns acquired their
first spelljamming helm;spelljamming helms from dohwar merchants (see “Dohwar”). Subsequent visits to other Wildspace systems led to contact with a multitude of other folk. In the wake of
Monsters
Mordenkainen's Fiendish Folio Volume 1
, 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
, they spill upon their enemies from every direction in a bid to overwhelm them with sheer numbers.
Allied Rodents. The jermlaine can decipher the chitters and squeaks of rats, and in turn can
Monsters
Strixhaven: A Curriculum of Chaos
"} thunder damage and is pushed up to 20 feet in a horizontal direction of Velomachus’ choice. On a success, the creature takes half as much damage and isn’t pushed. Objects that aren&rsquo
components and using Intelligence as the spellcasting ability:
1/day each: contact other plane (as an action, contacting a long-dead spirit), divination, move earth, wall of forceVelomachus can take 3
races
Mordenkainen Presents: Monsters of the Multiverse
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs
Monsters
Princes of the Apocalypse
(Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a
(Costs 3 Actions). Olhydra transforms her watery body into acid. This effect lasts until Olhydra’s next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack
Backgrounds
Guildmasters’ Guide to Ravnica
You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat&rsquo
.
Selesnya Contacts
d8
Contact
1
A wise centaur trainer believed in me even though I was a terrible student.
2
A good friend has risen to become a Ledev guardian.
3
I left
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
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
contact with Frostfell dwarves in modern times. Legends speak of undead hordes, free-roaming fiends, and terrifying monsters in these arctic lands.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
contact with Frostfell dwarves in modern times. Legends speak of undead hordes, free-roaming fiends, and terrifying monsters in these arctic lands.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
contact with Frostfell dwarves in modern times. Legends speak of undead hordes, free-roaming fiends, and terrifying monsters in these arctic lands.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Tribe Cannibals”), or they might be led to a camp by Reghed scouts roaming the tundra (see “Wilderness Encounters”). The characters might also visit Reghed camps in chapter 5, as they face tests set
the same tribe to commingle and build their camps close to one another, the four tribes avoid contact with one another. Members of one tribe are rarely found in another tribe’s camp unless some sort of diplomacy is taking place.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
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->Icewind Dale: Rime of the Frostmaiden
Tribe Cannibals”), or they might be led to a camp by Reghed scouts roaming the tundra (see “Wilderness Encounters”). The characters might also visit Reghed camps in chapter 5, as they face tests set
the same tribe to commingle and build their camps close to one another, the four tribes avoid contact with one another. Members of one tribe are rarely found in another tribe’s camp unless some sort of diplomacy is taking place.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Tribe Cannibals”), or they might be led to a camp by Reghed scouts roaming the tundra (see “Wilderness Encounters”). The characters might also visit Reghed camps in chapter 5, as they face tests set
the same tribe to commingle and build their camps close to one another, the four tribes avoid contact with one another. Members of one tribe are rarely found in another tribe’s camp unless some sort of diplomacy is taking place.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Minotaur Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Minotaur Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Minotaur Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
tieflings are touched by the fiendish forces bound beneath the Wastes and are considered to be blessed by the tribes. If you’re playing such a tiefling, why have you left the Wastes? It could be that
bargained with dark powers, and the lords of the Demesne are powerful warlocks and wizards. The Venomous Demesne has had no significant contact with the Five Nations and few people know it exists; your
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
tieflings are touched by the fiendish forces bound beneath the Wastes and are considered to be blessed by the tribes. If you’re playing such a tiefling, why have you left the Wastes? It could be that
bargained with dark powers, and the lords of the Demesne are powerful warlocks and wizards. The Venomous Demesne has had no significant contact with the Five Nations and few people know it exists; your
Monsters
Fizban's Treasury of Dragons
. Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature
. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.
If the dragon dies, any portals near the lair close immediately.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
tieflings are touched by the fiendish forces bound beneath the Wastes and are considered to be blessed by the tribes. If you’re playing such a tiefling, why have you left the Wastes? It could be that
bargained with dark powers, and the lords of the Demesne are powerful warlocks and wizards. The Venomous Demesne has had no significant contact with the Five Nations and few people know it exists; your
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
direction. If this movement brings the castle into contact with the ground, the castle lands gently. The castle, if it is moving, comes to a gradual stop. The castle makes a slow, 90-degree turn
are touching the orb: The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
must remain in contact with the ground at all times. If it becomes separated from the creature to which it has attached itself, the storm moves off in a random direction and ceases to endanger the
one randomly determined party member, staying centered on that creature for 1 minute. At the end of the duration, the storm detaches from that creature and moves off in a random direction. The storm
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
direction. If this movement brings the castle into contact with the ground, the castle lands gently. The castle, if it is moving, comes to a gradual stop. The castle makes a slow, 90-degree turn
are touching the orb: The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
must remain in contact with the ground at all times. If it becomes separated from the creature to which it has attached itself, the storm moves off in a random direction and ceases to endanger the
one randomly determined party member, staying centered on that creature for 1 minute. At the end of the duration, the storm detaches from that creature and moves off in a random direction. The storm
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
must remain in contact with the ground at all times. If it becomes separated from the creature to which it has attached itself, the storm moves off in a random direction and ceases to endanger the
one randomly determined party member, staying centered on that creature for 1 minute. At the end of the duration, the storm detaches from that creature and moves off in a random direction. The storm
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
direction. If this movement brings the castle into contact with the ground, the castle lands gently. The castle, if it is moving, comes to a gradual stop. The castle makes a slow, 90-degree turn
are touching the orb: The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, and the tribes consider them to be blessed. If you’re playing such a tiefling, why have you left the Wastes? It could be that you were destined for some evil purpose — perhaps even serving as an
Demesne has had no significant contact with the Five Nations and few know it exists. Your character could be an envoy or exile from it, or simply an adventurer driven by a desire to see what lies beyond your homeland.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, and the tribes consider them to be blessed. If you’re playing such a tiefling, why have you left the Wastes? It could be that you were destined for some evil purpose — perhaps even serving as an
Demesne has had no significant contact with the Five Nations and few know it exists. Your character could be an envoy or exile from it, or simply an adventurer driven by a desire to see what lies beyond your homeland.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, and the tribes consider them to be blessed. If you’re playing such a tiefling, why have you left the Wastes? It could be that you were destined for some evil purpose — perhaps even serving as an
Demesne has had no significant contact with the Five Nations and few know it exists. Your character could be an envoy or exile from it, or simply an adventurer driven by a desire to see what lies beyond your homeland.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
substance that is totally frictionless. This silvery stuff is inert and utterly unaffected by any force, magical or otherwise. Anything that alights on the surface will move in the direction of its
slightest movement in any direction would unbalance it enough to send it moving in that direction. Magic that augments movement (such as fly, jump, and levitate) and teleportation effects do not work in