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Returning 35 results for 'both before direct cover round'.
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Feats
Player’s Handbook
.
Energy Redirection. When you take damage of one of the types chosen for the Energy Resistances benefit, you can take a Reaction to direct damage of the same type toward another creature you can see
within 60 feet of yourself that isn’t behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take damage equal to 2d12 plus your Constitution modifier.
Spells
Player’s Handbook
separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
Spells
Forgotten Realms: Heroes of Faerûn
You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the
for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.
Banderhobb
Legacy
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Monsters
Volo's Guide to Monsters
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it
Intellect Devourer
Legacy
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Monsters
Monster Manual (2014)
intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its
dies, unless its brain is restored within 1 round.
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Swallow", "rollDamageType":"necrotic
Kraken
Legacy
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Monsters
Basic Rules (2014)
swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6);{"diceNotation
is pushed 10 feet away from the kraken.
Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
The water in the kraken
Control Water
Legacy
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Spells
Basic Rules (2014)
spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water
in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves
Monsters
Ghosts of Saltmarsh
restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollDamageType":"acid"} acid damage at the start
pushed 10 feet away from the kraken.
Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
The water in the kraken
Monsters
Infernal Machine Rebuild
cover against attacks and other effects outside the thessalkraken, and it takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Bite","rollDamageType":"acid"} acid damage at the start
the thessalkraken.
Creatures in the water within 60 feet of the thessalkraken have vulnerability to acid damage until initiative count 20 on the next round.
The alluring gleam of treasure beneath
Monsters
Quests from the Infinite Staircase
creature has the blinded and restrained conditions, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
reactions per round but only one per turn.
Alien Gaze. When a creature the froghemoth can see damages the froghemoth, the froghemoth swivels its eyestalk toward the creature and pierces the creature
Monsters
Storm King's Thunder
has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6);{"diceNotation":"12d6","rollType":"damage","rollAction":"Bite","rollDamageType":"acid"} acid damage at the
from the kraken.
Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
The water in the kraken’s lair becomes
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
dragons, but we are superior beings and should not lower ourselves to direct conflict.
4
I have no interest in going to the surface world. It’s where one sends one’s servants.
5
.
Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
dragons, but we are superior beings and should not lower ourselves to direct conflict.
4
I have no interest in going to the surface world. It’s where one sends one’s servants.
5
conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.
Toxic Spores. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny
lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don
Monsters
Fizban's Treasury of Dragons
foundations of creation.
5
To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than
the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to
Monsters
Fizban's Treasury of Dragons
experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than you do … or than any of
count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Imprisoning Force. The
Magic Items
Tasha’s Cauldron of Everything
hatch also opens it until the start of the caster’s next turn.
A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have total cover from
, though, the servant uses its Ghost in the Machine property and turns the crew members against each other.
If the crew members successfully implement the code, at the end of the third round, the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can change your choices. Energy Redirection. When you take damage of one of the types chosen for the Energy Resistances benefit, you can take a Reaction to direct damage of the same type toward
another creature you can see within 60 feet of yourself that isn’t behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take damage equal to 2d12 plus your Constitution modifier.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Book Description This children’s book is a mechanical curiosity of gnomish design, with a cover made of wood and copper. The front cover bears a faded, hand-painted rendering of a round millstone
. The book is square, eighteen inches along each edge of the cover. A silver music box set into the book’s spine is heavily dented at one end. The book has no pages in the typical sense, but it opens to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Magical Attraction A rusting statue of a knight stands at the west end of this hall, gripping a large iron shield. Shards and flakes of rusted metal cover the floor around the statue’s feet.
A
magical field around the statue attracts metal objects of any kind (not just ferrous metal). Any metal object that comes into direct contact with the shield disintegrates, showering the floor with
Orc
Legacy
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Species
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
chief can plan where to send raiders next.
The territory that orc war parties cover can extend for many miles around the lair, and any encampment or settlement of elves, dwarves, or humans in that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Command 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a
spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Command 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a
spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend
. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge
Speed
Legacy
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Rules
Every character has a speed, which is the distance in feet that the character can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation
.
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
fish ship that lie strewn amid the asteroids—are attracted to the battle as it unfolds. At the start of the fourth round of combat, they appear at the stern of the characters’ ship and attack the
nearest creatures. Roll a d20 for the shadows’ initiative, again with no modifier. Alternative Scenarios Some characters might want to resort to options other than direct ship-to-ship combat when the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
party is surprised, and the enemy isn’t. The enemy has cover, and the party doesn’t. The characters are unable to see the enemy. The characters are taking damage every round from some environmental
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
your Speed (round down). For example, if your Speed is 30 feet, you spend 15 feet of movement to mount a horse. Controlling a Mount You can control a mount only if it has been trained to accept a rider
. Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a
running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Arcana) check. On a success, the creature can direct the Concord Jewel to take one of the following actions: Land. When commanded to land, the Jewel automatically settles into a safe position adjoining
Citadel, it moves into the open Ethereal Plane and orbits the city. Otherwise, it rises 600 feet off the ground and hovers. A Jewel flies at a rate of 50 feet per round. Plane Shift. The Jewel and
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
(Arcana) check. On a success, the creature can direct the Concord Jewel to take one of the following actions: Land. When commanded to land, the Jewel automatically settles into a safe position adjoining
Citadel, it moves into the open Ethereal Plane and orbits the city. Otherwise, it rises 600 feet off the ground and hovers. A Jewel flies at a rate of 50 feet per round. Plane Shift. The Jewel and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a
running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Running the Chase Participants in the chase are strongly motivated to use the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk of losing their quarry, and a
attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
) and the armory (area R10). The route is marked in yellow on the players’ map of Revel’s End. It normally takes 4 minutes for a patrol to make its round and return to its post. When one or more
characters encounter a patrol. Ask the players how their characters react, and give them 1 round of actions. The characters can try to slip away if there is a nearby exit or corner to duck around by making a






