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Returning 35 results for 'both border down cantrip remain'.
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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.
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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.
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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
Skull Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
start of its turn.
Bone Staff (Costs 2 Actions). The skull lord makes a bone staff attack.
Cantrip. The skull lord casts a cantrip.
Move. The skull lord moves up to its speed without provoking
opportunity attacks.
Summon Undead (Costs 3 Actions). Up to five skeleton;skeletons or zombie;zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned
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
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
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
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
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->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->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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
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 the Border Ethereal, and vice versa
Compendium
- Sources->Dungeons & Dragons->Divine Contention
remain visible, but appear translucent and oddly distant. In this strange world, a beam of blue light spills from the planar beacon and sweeps around it in a circle, like a spectral lighthouse. Most
mysterious of all, a spiral staircase rises from an archway in the wall that wasn’t present before.
Anyone who rings the bell enters the Border Ethereal as though affected by an etherealness spell. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bandits and fugitives, and outlanders have to watch their step. Tensions remain high on the border with Breland, resulting in constant skirmishes and raids. Deeper within the nation, the Daughters of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
that state, they remain aware of their surroundings while immersing themselves in memories and meditations. An environment subtly transforms elves after they inhabit it for a millennium or more, and
Level 1 Level 3 Level 5 Drow The range of your Darkvision increases to 120 feet. You also know the Dancing Lights cantrip. Faerie Fire Darkness High Elf You know the Prestidigitation cantrip
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the ghosts is difficult, as they remain on the Border Ethereal and can’t affect—or be affected by—anything on the Material Plane. The ghosts defend themselves if the characters attack them.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, they remain aware of their surroundings while immersing themselves in memories and meditations. An environment subtly transforms elves after they inhabit it for a millennium or more, and it grants
120 feet. You also know the Dancing Lights cantrip. Faerie Fire Darkness High Elf You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
score increases by 2. Alignment. Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward
odd bits of knowledge. Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords. Githyanki Psionics. You know the mage hand cantrip, and the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. 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 the other plane. Once
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it. Shadow Step At 6th level, you gain the ability to step from one shadow into
your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. Opportunist At 17th level, you can exploit a creature’s momentary
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
spent legendary actions at the start of its turn.
Bone Staff (Costs 2 Actions). The skull lord makes a bone staff attack.
Cantrip. The skull lord casts a cantrip.
Move. The skull lord moves up
to its speed without provoking opportunity attacks.
Summon Undead (Costs 3 Actions). Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
everyone else. (Evil)
6 Mystery. The cosmos is more beautiful if its greatest truths remain unknown. (Any)
Earning and Losing Piety You increase your piety score to Kruphix when you expand
petty through acts such as these: Revealing a secret that should remain unknown Selfishly refusing to share information Showing favoritism toward any other god or group Furthering the aims of another god
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
on the High Road. The dwarves of Thornhold at the southern end of the Mere of Dead Men might be concerned allies or remain distant and cautious, more wary of the machinations of the Margaster family
Waterdeep works because it already has a history with the lizardfolk.
Mystara. Lizardfolk have been discovered in the Blight Marsh of Karameikos. Because the marsh sits on the border of the Five
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
thaumaturgy cantrip, choosing a magical effect at random. Charisma is the spellcasting ability for this spell.
Churning Chaos. When the creature scores a critical hit or takes a critical hit, chaotic
creature within 20 feet of the creature must succeed on a DC 15 Constitution saving throw or rise vertically, up to 20 feet, and remain magically suspended there for 1 minute. While suspended in this way
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
monk uses Empty Body, does the invisibility remain in effect after the monk attacks? Yes. The invisibility of the monk’s Empty Body isn’t ended by the monk attacking. Does a monk’s Purity of Body
monk need to spend any ki points to cast the minor illusion cantrip granted by the Shadow Arts feature? No. The ki point cost in the feature applies only to the other spells in it. For a Way of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
during the war and holds it to this day. Most of the people of Aundair remain furious about the occupation of Thaliost, but the city has become a haven for Aundairians who revere the Silver Flame
, especially along the border with Thrane. The Crying Fields are a region of farmlands permanently scarred by magic and haunted by restless spirits. Aundairians claim their nation is stronger than ever
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
in the distance beyond the hazy border. Next Event. As this event approaches its end, the characters hear cackling laughter far off in the distance. This laughter gets closer and louder, heralding the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
random snail comes loose and falls off. The snail’s jockey must succeed on a DC 15 Dexterity saving throw to remain atop the snail. On a failed save, the jockey falls off, and the snail continues the
disqualified. The consolation prize is a magic wand that allows its holder to cast the dancing lights cantrip once. Once used to cast this spell, the wand turns into a tulip.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mending cantrip, the statuette can be sold for 125 gp. It weighs 5 pounds. 17d. Nerozar the Defeated Floating in the middle of this 30-foot-high cavern is a beholder zombie named Nerozar and three gas
of Skullport and lost. Skullport’s mind flayer ambassador (see area 21g) brought Nerozar’s animated corpse with it to Stromkuhldur, but Azrok wouldn’t allow the beholder zombie to remain in the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Mayor Duvezin’s House The furniture and belongings in the house remain in their customary places, the beds made and the desks arranged neatly under a thick layer of dust. The house served as both the
wall was available for public use and did not hold any personal papers. A few crumbling sheets of blank parchment, a quill, and a dried-up inkwell remain here. H6. Upstairs Landing An open landing waits
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the west, but it fell long ago and only a few broken arches of masonry remain. Arched doorways lead into the entry hall. B2. Entry Hall A large banquet table rests on the floor in here. The guards use
Border Ethereal, where it appears as any other structure from the Material Plane: ghostly and immaterial. A group of four star spawn manglers (see appendix A) lurk in the mists surrounding this chamber
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
level (3 slots): banishment, fire shield
5th level (2 slots): Bigby’s hand, Rary’s telepathic bond
Actions
Fire Bolt (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit
, disguise self, magic missile*
2nd level (2 slots): invisibility, levitate, phantasmal force
*See “Actions” below.
Actions
Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Xanathar’s Guide to Everything), to cast the light cantrip at will, and to grant other characters advantage on Dexterity checks made with thieves’ tools and on ability checks made to identify or operate
tiefling first appears, or he could be found in the monastery’s control room. The modron might choose to remain at the monastery, integrating with its control room to become the site’s new integrated mind






