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Returning 35 results for 'clear of distance'.
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Magic Items
Dungeon Master’s Guide
.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun
Stone of Strength;Strength (Very Rare). Your Strength increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
Ioun Stone of Sustenance;Sustenance (Rare). You don’t need to eat or drink while this clear spindle orbits your head.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth’s isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and
effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).
Locate Creatures and Objects. The morkoth is aware of any new
Monsters
Curse of Strahd
. Vladimir is immune to effects that turn undead.
Vengeful Tracker. Vladimir knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Vladimir are on
Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd
Monsters
Mordenkainen Presents: Monsters of the Multiverse
might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6);{"diceNotation":"5d6
successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three
Magic Items
Acquisitions Incorporated
throw. If it’s not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can’t use it again until you
glasses.
3
Burning a small piece of the body and looking for shapes in the smoke.
4
A cautious, reasoned, professional guesstimate.
5
Careful measurements. The distance between nostrils
Speed
Legacy
This doesn't reflect the latest rules and lore.
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Rules
before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your
before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much
while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to
Zaratan
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Earth-Shaking
action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check
Ioun Stone
Legacy
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Magic Items
Basic Rules (2014)
to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
Ioun Stone of Sustenance;Sustenance (Rare). You don't need to eat or drink while this clear
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it. When you land in
(Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. Jumping Your Strength determines how far you can jump. Long Jump. When you make a long
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it. When you land in
(Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. Jumping Your Strength determines how far you can jump. Long Jump. When you make a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit the obstacle.
can leap only half that distance. Either way, each foot you jump costs a foot of movement. If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can see things up to 10 miles away, assuming clear skies and a relatively calm sea. Overcast skies reduce that distance by half. Lightly Obscured conditions reduce visibility just as they do on land
Encounter Distance Visibility Encounter Distance Clear water, Bright Light 60 feet Clear water, Dim Light 30 feet Murky water or Darkness 10 feet
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit the obstacle.
can leap only half that distance. Either way, each foot you jump costs a foot of movement. If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determine the distance at which characters underwater become aware of a possible encounter. Underwater Encounter Distance Visibility Encounter Distance Clear water, bright light 60 ft. Clear water, dim light 30 ft. Murky water or no light 10 ft.
at a depth greater than 200 feet counts as 4 hours. Underwater Visibility Visibility underwater depends on water clarity and the available light. Use the Underwater Encounter Distance table to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of
on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of
characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
7. Hall of Giants The bodies of some of the frost giants Arauthator has fought and killed over the centuries are on display in this chamber, frozen into crystal-clear ice walls. Visibility at this
level is only 45 feet, so characters won’t be able to see much from the doorway. As they move into the chamber, the shape of the first frost giant becomes dimly visible at a distance of 60 feet. At 45
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
before you is filled with a veil of thick vapors. The stones on either side of the base and the keystone protrude slightly from the stones around them. As you move to within touching distance, the left
-hand base stone begins to glow yellow, the right-hand base stone orange, and the keystone seven feet above blue.
Nothing will cause the vapors to clear, nor will any sort of magic allow sight into
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
7. Hall of Giants The bodies of some of the frost giants Arauthator has fought and killed over the centuries are on display in this chamber, frozen into crystal-clear ice walls. Visibility at this
level is only 45 feet, so characters won’t be able to see much from the doorway. As they move into the chamber, the shape of the first frost giant becomes dimly visible at a distance of 60 feet. At 45
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
any survivors or salvageable wreckage, so they steered very clear of the area. Captain Winchet also relays that she’s heard other sailors talking about seeing a ghost ship in this area recently. The
ship is only seen from a distance, but it is as hazy as the smoke from a cannon and emits a low moaning sound that carries across the water. She hasn’t personally seen the ghost ship, but she feels obligated to pass along the information.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, roll twice and use the higher result. Wisteria Vale Events d8 Event 1–2 None. 3 Light rain falls from a clear sky. 4 The sky turns dark as thunderclouds roll in. Lightning flashes in the distance
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of Yeenoghu with 2d6 + 3 gnolls 11–15 2d4 displacer beasts 16–20 1d6 + 2 veterans 21–25 A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool. 26–30
1d4 gorgons 68–69 1d3 shambling mounds 70–71 1 treant 72–73 1d4 unicorns 74–75 1d6 + 2 weretigers 76–80 Peals of silvery laughter that echo from a distance 81–82 1 guardian naga 83–84 1 young gold
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
edge of map 7.1.) A low stone ledge overhangs this eroded area, and shrubs and bushes obscure it from observation at a distance. It takes 10 minutes for characters to search each 10-foot-wide space along
the cliff face. This examination must be done from a distance, using a long spear or a 10-foot pole to poke into the sand and gravel, looking for an opening. Any prodding into the cliff face must be
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
could wind up pinned or crushed if the giant rolls over suddenly. Giants Are Loud. The footsteps of giants in the distance are often initially mistaken for thunder, even on a clear day. The sounds of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
distance, but whether they are small stones or rocks the size of mountains, you can’t say for certain. Your moment of reverie is broken by the sound of Basidia’s voice in your mind. “It begins.”
The
creatures around her. “My betrothed,” she intones, the meaning of her words clear within the vision. “I am here at last.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to her. If the characters have no escort, Skrianna asks them, “Who in the Nine Hells are you?” If it’s clear that the characters don’t belong in Dweomercore, Skrianna attacks them from a safe distance
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
town appears in the distance.
Suddenly, from the clear sky crackles a bolt of lightning followed by a thunderous screech. Above the town circles a mighty draconic form—an iridescent creature wreathed
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
keeps their distance only if threatened or rebuffed in extremely clear terms. Ollin Ollin is a chaotic good tiefling. They use the priest stat block but have Performance +3 rather than Persuasion, and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
he’s within 15 feet of Renekor, but he is not immediately aware of this. Once Quill realizes that Renekor is negating his invincibility, he tries to distance himself from the beholder. If combat
erupts in the ballroom, the villagers begin to panic and scatter, turning the ballroom into difficult terrain until they clear the room, which takes 2 rounds.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Devil’s Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
blind. The encounter distance is reduced to 10 feet in these instances (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide). For characters with a magical light source or darkvision
, the water is considered to be clear.
Sea Floor. The sea floor here is compacted sand with some small stone outcroppings, though none big enough to stand on.
Ceiling Height. The ceiling of the coral
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Travel in the Domain Visitors to a Domain of Delight are often confounded by the Feywild’s power to distort distance, time, and reality. A traveler might see a hilltop that appears to be a mile away
while skipping counterclockwise around a tree 3 Eating a mushroom while gazing at one’s own reflection in a clear pool or stream of water 4 Doing a headstand in a ring of stones 5 Staring at firelight
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
glows with purple light. The character can see this glow at any distance and through solid objects. The closer the character gets to the unreality’s secret, the brighter the symbol glows. When the
or spell slot is expended, the unreality disappears. The demiplane melts away, fades into nothingness, or shatters into countless fragments, making it clear it has been dismantled. When a demiplane is
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
within a couple minutes’ walk to the south. In the far distance, the sky is clear, but directly above the pool is a black storm cloud spitting bolts of red lightning. When the characters arrive
, or at least what’s left of it: its once clear waters are now streaked with red and black impurities. Standing at the edge of the pool is a feral-looking human clad in animal skins. This individual






