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                        Returning 35 results for 'carry walk reciting'.
                    
                
                        
                            
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                                                    Tortle
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    The Tortle Package
                                                    
                                                
                                            
                                                     born near sandy coastlines, but as soon as theyâre able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the
                                                
                                            
                                                
                                                     our homes on our backs.â The shells they carry around provide all the shelter they require. Consequently, tortles donât feel the need to root themselves in one place for too long. A tortle
                                                
                                            
                                        
                                                    Hobgoblin
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     the dreams that inspire them. Its horrors donât feature in their nightmares. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife. A hero in
                                                
                                            
                                                
                                                     death becomes a hero eternal.
Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the hobgoblins&rsquo
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Water Genasi Traits Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside
                                                
                                            
                                                
                                                     with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . The lightning rail and vessels powered by bound elementals and operated by the dragonmarked houses, can carry passengers as far in an hour as a horse can walk in a day. This section discusses issues
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                    , each able to carry two riders, but there are no paddles to be found.
 The stream is hemispherical in cross-section where it flows through the room. The entrance and exit holes are 6 feet in diameter
                                                
                                            
                                                
                                                     would even be possible to walk right through the stream, but only a very strong creature could do so without being swept off its feet (requiring a DC 15 Strength saving throw). The stream flows quite
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Kenku âIf you hear a baby crying in an alley, walk the other way. Thatâs my advice to you.â
 â Endroth Knag, 
City Watch corporal in Waterdeep
 Kenku are feathered humanoids that wander the world
                                                
                                            
                                                
                                                     bodies, shrouding their bare arms and legs. They tread lightly when they walk, on talons made for grasping the branches of trees and seizing prey from the lofty skies. Soft as the wind they move, so as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     ruled by a powerful wizard? What if magic item shops are common? The Eberron setting makes the use of magic an everyday occurrence, as magical flying ships and trains carry travelers from one great
                                                
                                            
                                                
                                                     city to another. Gods Inhabit the Land, or Are Entirely Absent. What if the gods regularly walk the earth? What if the characters can challenge them and seize their power? Or what if the gods are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     sinister for the light of day. The roads and rivers of the Realms carry minstrels and peddlers, merchants and guards, soldiers and sailors. Bold adventurers follow tales of strange, glorious, faraway places
                                                
                                            
                                                
                                                    . Even farms and freeholds a dayâs walk from a city can fall prey to monsters, and no place is safe from the wrath of a dragon. This adventure takes place on Stormwreck Isle, a small island in a region
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     backcountry farmsteads and sleepy villages follow tales that take them to strange, glorious, faraway places. Good maps and clear trails can carry even an inexperienced youth with dreams of glory far
                                                
                                            
                                                
                                                     across the world, but these paths are never safe. Fell magic and deadly monsters are among the perils one faces when traveling in the Realms. Even farms and freeholds within a dayâs walk of a city can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     of the Cult of the Dragon plus 2d4 more. Not all travelers are merchants. A wagon might carry a family relocating to the north or a diplomat on a mission to Waterdeep. People and wagons join the
                                                
                                            
                                                
                                                     caravan along the way, and others leave according to the dictates of business and fortune. Some travelers ride horses, some walk beside the wagons, and some pay the merchants to ride aboard their wagons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     carry a gourd of grease, which they apply to their feet so that they can âsurf the webs.â While sliding down webs, they move at twice their normal walking speed. The Web Runners are as good as their word
                                                
                                            
                                                
                                                     Silken Paths, keep in mind the following features.
 Difficult Terrain. Any creature with a climbing speed can walk along the webs at that speed. For all other creatures, the webs are difficult terrain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     reach to the Upper Planes, or it might be possible to walk from one plane to another in your cosmology. The River Styx This river bubbles with grease, foul flotsam, and the putrid remains of battles along
                                                
                                            
                                                
                                                     unpredictable currents and eddies of the river. For a price, these pilots are willing to carry passengers from plane to plane. Some of them are fiends, while others are the souls of dead creatures from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     are visible from the cavern floor. With the small amount of dim light used in the outpost shielded from the cavern floor below, one might walk the entire length of the cleft without becoming aware of
                                                
                                            
                                                
                                                    .
 Sound. A small waterfall pouring into the cavern creates a constant background noise, negating the caveâs tendency to amplify and carry sounds. Checks made to hear things in the cavern are made normally
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     of the Cult of the Dragon plus 2d4 more. Not all travelers are merchants. A wagon might carry a family relocating to the north or a diplomat on a mission to Waterdeep. People and wagons join the
                                                
                                            
                                                
                                                     caravan along the way, and others leave according to the dictates of business and fortune. Some travelers ride horses, some walk beside the wagons, and some pay the merchants to ride aboard their wagons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     truncheon, a dagger, and a buckler. Because most citizens in Waterdeep donât bear weapons, these tools prove a more than ample deterrent to criminal activity. Members of the Watch typically donât carry
                                                
                                            
                                                
                                                     Castle Ward; in contrast, squads of eight walk the Dock Ward, increasing to as many as a dozen at night. If Watch members spot trouble they canât handle, they blow shrill tin whistles to summon more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     dignitary is inspecting the campus, escorted by academy officers. When the giff loudly breaks wind, the officers politely carry on as though nobody heard it. 4 A magical voice announces: âAll purple rank
                                                
                                            
                                                
                                                     level. All personnel, be prepared for supernatural anomalies.â 8 Two sailors walk past, discussing how even in spite of recent improvements, three out of ten exploratory fleet missions still result in all hands lost.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     bargaining or force, a demon might be convinced to carry a soul on this lengthy, dangerous flight. Should a soul manage to survive the harrowing journey, it finds itself restored to life in the mortal world
                                                
                                            
                                                
                                                     restore a soul to life without any cost or loss of oneâs identity and sense of self. This isnât to say that Lathos is an easy path to walk, however. Erebosâs most fearsome servants guard the portal. So far
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     simply walk out of Avernus and step onto the Material Plane, they must rely on minions such as cultists and evil wizards, who can contact them and do their bidding in exchange for wealth and power. A
                                                
                                            
                                                
                                                     light with a completely transformed perspective. INFERNAL ORDER OF BATTLE
 Whereas demons attack in disorganized mobs, relying on shock and overwhelming numbers to carry the day, devils organize into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Sports and Games The
 Sharn Inquisitive
 The Race of Eight Winds Begins!
 Banners are flying across Dura today, and the streets are full of color. Walk through Oldkeep wearing brown and red, and
                                                
                                            
                                                
                                                     spilling of blood isnât prohibited, but the only weapon a rider can carry is a light sporting crossbow; the steeds can use their talons and beaks, which is what makes the Griffon such a fierce contender
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives
                                                
                                            
                                                
                                                     way? Or cast a spell to carry them over the chasm? Then the DM determines the results of the adventurersâ actions and narrates what they experience. Because the DM can improvise to react to anything
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge
                                                
                                            
                                                
                                                     gives way? Or cast a spell to carry them over the chasm? Then the DM determines the results of the adventurersâ actions and narrates what they experience. Because the DM can improvise to react to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     the chapel is strewn with debris, and you hear a soft voice from within reciting a prayer. Suddenly, the prayer is blotted out by an inhuman scream that rises up from beneath the wooden floor.
 The
                                                
                                            
                                                
                                                     memory of her past. Kolyan adopted her and loved her dearly. Every night at midnight, the spirits of dead adventurers rise up out of the church graveyard, forming a silent procession as they walk the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     Stickiest Crate A trail of smooth stones just large enough for a person to walk on extends fifty feet between two large landmasses. Just off the center of the trail rests a sealed metal crate in the muck
                                                
                                            
                                                
                                                     carry up to 300 pounds, meaning it can carry two crates at a time to the mapâs northwest corner, if the characters wish. Crate of Incense. The crate found here holds incense used in summoning and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     now are full-fledged members of Vistani culture (see the âVistani Charactersâ sidebar for details). As they travel, members of a Vistani band walk, ride on horseback, and drive ledge wagons, stopping
                                                
                                            
                                                
                                                    . The Mists can carry travelers between lands and can be coerced but never controlled. Evil is real and embodied by individuals of terrible power. Time, reality, and memory donât always move in reliable
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     alone carry. The northwest corner of the inn (pantry included) was destroyed by a falling rock. Most of the kitchen, however, was undamaged. Set into the north wall is a stone fireplace, and the floor is
                                                
                                            
                                                
                                                     the southeast corner is a locked wooden chest. What remains of the floor is safe to walk on. Treasure. A character can attempt to unlock the iron chest using thievesâ tools, but the built-in lock is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     money or who double-crossed you on a deal sends a short, clear message. But leaving them hobbling when they walk or incapable of eating without a team of specialists sends a glorious, evocative poem
                                                
                                            
                                                
                                                     from the victim 
   Style Makes the Raider Your savage kin of the wilds sport tattoos to celebrate their connection to their tribes or ancestors. They might wear fetishes or carry totems symbolizing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     World Tree Other planar crossings might exist in your campaign, or it might be possible to walk (or journey aboard a wondrous train or similar vehicle) from one plane to another in your cosmology
                                                
                                            
                                                
                                                     currents and eddies of the river. For a price, these pilots carry passengers from plane to plane. Some pilots are Fiends, while others are the souls of dead creatures from the Material Plane. Yggdrasil, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as
                                                
                                            
                                                
                                                     components:
 At will: detect evil and good, detect magic, thunderwave
 3/day each: create food and water (can create wine instead of water) , tongues, wind walk
 1/day each: conjure elemental (air
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     +2
 Immunities Cold
 Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
 Languages Draconic
 CR 2 (450 XP; PB +2)
 Traits
 Ice Walk. The dragon can move across and climb icy
                                                
                                            
                                                
                                                     
   
 Skills Perception +6, Stealth +3
 Immunities Cold
 Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16
 Languages Common, Draconic
 CR 6 (2,300 XP; PB +3)
 Traits
 Ice Walk. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     one of their own. 6 A sarcophagus-like animated coffin* conveys a haughty mummy lord to its tomb. Two mummies walk alongside the coffin. The mummy lord demands that passersby acknowledge its rule with a
                                                
                                            
                                                
                                                     ritual dedicated to the powers of death. To complete the ritual, the deathlocks require a living sacrificeâone of the characters would be perfect. 9 Four minotaur skeletons carry a palanquin of bones
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     on his back. 36â38 You walk by a shirtless elf tattooed from head to waist with images of dragons battling each other. 39â40 A groomed hobgoblin wearing a jeweled vest approaches you and says, "Ah
                                                
                                            
                                                
                                                     livery of House Vadalis struggles to carry a 3-foot-tall speckled blue egg down the street. 47â48 An aasimar oracle approaches and promises to give you the answer to all the problems that ever existed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
 Hadrosaurus A hadrosaurus is a semi-quadrupedal herbivore with bony head crests. If raised from a hatchling, it can be trained to carry a rider
                                                
                                            
                                                
                                                     Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.
 Quetzalcoatlus This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can walk like a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     feet. The dragonâs kobold servants wear crampons made of animal teeth strapped to their feet. Characters without crampons or the ability to walk on ice treat all areas of the ice caves as difficult
                                                
                                            
                                                
                                                     act or attempt to speak. Even then, characters might not recognize the ice toadsâ croaking as language. Ice toads move on all fours, but their webbed front feet are surprisingly dexterous. Some carry tools and useful items in pouches slung around their necks.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                    , a gravel path up Mount Waterdeepâs northern spur, is used to bring goods to the college, but most visitors and students use the Mount Melody Walk â a tunnel through the mountain itself â to reach it
                                                
                                            
                                                
                                                    , where the resonant tones can carry. Wargong: A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
                                                
                                            
                                                
                                                     which magic items you carry.
68
As an action while you are in dim light or darkness, you can become invisible, as if targeted by the invisibility spell. In addition to becoming visible if you
                                                
                                            
                                        






