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Returning 35 results for 'casting route guard to have required'.
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Magic Items
Dungeon Master’s Guide
control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don
’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
Magic Items
Dungeon Master’s Guide
command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required
). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the broom is reduced to 0
Spells
Player’s Handbook
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned
into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to
Spells
Player’s Handbook
save against this casting of the spell.
Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.
Panicked. The
target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a
Magic Items
Tyranny of Dragons
action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack
), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No other components are required.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
Monsters
Quests from the Infinite Staircase
it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the spell can’t have the
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
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
only one creature swallowed at a time. While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits
Magic Items
Curse of Strahd
The Sunsword is a unique blade once possessed by Strahd’s brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel
.
Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei’s death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished
Backgrounds
Baldur’s Gate: Descent into Avernus
military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village
usually gain access to friendly military encampments and fortresses where your rank is recognized.
BALDUR’S GATE FEATURE: CITY GUARD
You may choose to currently serve in either the Flaming
Backgrounds
Ghosts of Saltmarsh
, you can automatically find a safe route to land a boat on shore, provided such a route exists.
HARDSHIP ENDURED
Hardship in your past has forged you into an unstoppable living weapon. This
, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Magic Items
Mythic Odysseys of Theros
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
attack roll required, casting the ice storm spell there.
Destroying the Bow. The bow can’t be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creatures or objects from bygone ages might be found within a morkoth’s dominion.
Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others
warped by the creature’s presence, creating the following effects:
Alter Water. With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes
Monsters
Waterdeep: Dungeon of the Mad Mage
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself.As the
Monsters
Icewind Dale: Rime of the Frostmaiden
within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be dispersed by wind.
Regional Effects
The region containing Nafas’s lair is warped
Magic Items
Baldur’s Gate: Descent into Avernus
charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
Anytime
(incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there.
Freeing Gargauth. Casting dispel
Banderhobb
Legacy
This doesn't reflect the latest rules and lore.
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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
creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.
Shadow Step. The banderhobb
Planar Binding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is
first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a
Eyebite
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
it has succeeded on a saving throw against this casting of eyebite.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper
awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless
spells
to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you
current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature. Additionally, casting this
spells
Choose a corpse, or a number or corpses, within range that are equivalent to the size of the creature you are animating (the GM determines how many corpses are required). Your spell imbues the target
, such as to guard a particular chamber or corridor. If you issue no commands, the creature takes the Dodge Action. Once given an order, the creature continues to follow it until its task is complete. The
Morkoth
Legacy
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Monsters
Volo's Guide to Monsters
each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route
it takes damage.
With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Patrol Routes Guards regularly patrol in pairs from the guard rooms (area R3, alternating which room for each patrol) around the hexagon (area R15), with short checks into the courtyard (area R11
) 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
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Patrol Routes Guards regularly patrol in pairs from the guard rooms (area R3, alternating which room for each patrol) around the hexagon (area R15), with short checks into the courtyard (area R11
) 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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Solution Each member that approaches the door is given a number by the guard. There is no mathematical equation here; the only valid response to a number given by the guard is the number of letters
the Potential Passwords table. Potential Passwords Number Provided Response Required One Three Two Three Three Five Four Four Five Four Eight Five Nine Four Eleven Six Thirteen Eight
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
The Breaker’s Map Each character can now cause a magical image of map 4.1 to appear in the air before them while they aren’t incapacitated (no action required). A breaker’s map isn’t visible to
minute or until another lock is suppressed. Patrol Route. The yellow path marked on the map is the regular patrol route guards take. The usual patrol rotation is once every 20 minutes, but if the guards are suspicious, patrols will likely become more frequent. Map 4.1: Players’ Map
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
The Breaker’s Map Each character can now cause a magical image of map 4.1 to appear in the air before them while they aren’t incapacitated (no action required). A breaker’s map isn’t visible to
minute or until another lock is suppressed. Patrol Route. The yellow path marked on the map is the regular patrol route guards take. The usual patrol rotation is once every 20 minutes, but if the guards are suspicious, patrols will likely become more frequent. Map 4.1: Players’ Map
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find the Path 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an
object from the location you wish to find) Duration: Concentration, up to 1 day This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find the Path 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an
object from the location you wish to find) Duration: Concentration, up to 1 day This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dissonant Whispers Level 1 Enchantment (Bard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
One creature of your choice that you can see within range hears a
can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Patrol Die. Roll a die based on the current suspicion level when characters enter the patrol route to see if they encounter a guard patrol (see “Patrol Routes”). DC. The DC of Charisma checks made against prison staff and of ability checks made to avoid patrols is set by the current suspicion level.
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dissonant Whispers Level 1 Enchantment (Bard) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
One creature of your choice that you can see within range hears a
can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. Patrol Die. Roll a die based on the current suspicion level when characters enter the patrol route to see if they encounter a guard patrol (see “Patrol Routes”). DC. The DC of Charisma checks made against prison staff and of ability checks made to avoid patrols is set by the current suspicion level.
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Compulsion Level 4 Enchantment (Bard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature of your choice that you can see within range
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.