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                        Returning 35 results for 'conduct feet'.
                    
                
                        
                            
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                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant robes and have elongated heads and long, spindly fingers.
Mercanes conduct most of their
                                                
                                            
                                                
                                                     by underlings or bodyguards.
Mercanes will conduct business with anyone, fairly and reliably, provided the other party has neither harmed nor swindled another mercane in the past. Mercanes have a
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Merging. Two dohwars can have a telepathic conversation with each other and a third willing creature of their choice, provided all three are within 30 feet of one another.Bite. Melee Weapon Attack
                                                
                                            
                                                
                                                    : detect thoughtsDohwars are short, pudgy, flightless avians that look and move like penguins. Dohwars migrate from the Feywild to Wildspace, where they are typically encountered. They conduct their
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn't incapacitated and Raezil doesn't have disadvantage on the attack roll.Multiattack. Raezil
                                                
                                            
                                                
                                                     on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see âRules of Conductâ in chapter 2) to help the characters complete any
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     this ability, KâTulah canât use it again until she moves 0 feet on one of her turns.Quarterstaff. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                    ","rollDamageType":"slashing"} slashing damage.KâTulah is a gregarious tabaxi, a catlike humanoid. She arrived at Candlekeep six days ago and received permission to use the library to conduct her
                                                
                                            
                                        
                                                     Monsters
                                                    Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     feet of itself, exposing the target to malevolent entities. The target must make a DC 14 Charisma saving throw. On a failed save, the target takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage
                                                
                                            
                                                
                                                    ;specters, and other malign entities that prevent the dead from being interred or jeopardize those already in repose. Though most Duster exorcists conduct their operations in the Mortuary, many heed
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Aura of Shrieks. Creatures within 20 feet of the grue that arenât Aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn
                                                
                                            
                                                
                                                     blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Psychic Mirror. If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulkâs thoughts and
                                                
                                            
                                                
                                                     against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.The hulk is one of the largest of the known star spawn, with
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
                                                
                                            
                                                
                                                     within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Gaze of Corruption", "rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ", "rollType":"recharge", "rollAction":"Plague of Worms"}. Each creature other than a star spawn within 10 feet of the mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8);{"diceNotation
                                                
                                            
                                                
                                                     as the spellcasting ability (spell save DC 16):
At will: mage hand, message, minor illusion
1/day: dominate monsterFeed on Weakness. When a creature within 20 feet of the mage fails a saving throw
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     incapacitated until the end of its next turn.
Psychic Orb. Ranged Spell Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Psychic Orb"} to hit, range 120 feet, one creature. Hit: 27 (5d10
                                                
                                            
                                                
                                                    ", "rollAction":"Collapse Distance"}. The seer warps space around one creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with
                                                
                                            
                                        
                                                     Magic Items
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.
Truesight. Your eyes become luminous pools of silver. You can see in
                                                
                                            
                                                
                                                     creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
                                                
                                            
                                        
                                                    Dragonborn
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , gold, or copper-green. They are tall and strongly built, often standing close to 6œ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three
                                                
                                            
                                                
                                                     than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonbornâs conduct reflects on the honor of his or her clan, and bringing dishonor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                     creations of one or more deities whose portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant robes and have elongated heads and long, spindly
                                                
                                            
                                                
                                                     fingers.
 Mercanes conduct most of their business in Wildspace and the Astral Sea. To a mercane, commerce can take many forms, from the trading of goods and services to the trading of ideas and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    , where they are typically encountered. They conduct their affairs in secrecy, preferring to meet in dark alleys and out-of-the-way places even when their business isnât illegal or dangerous. They tend
                                                
                                            
                                                
                                                     to dress in a garish mishmash of clothing, but many of them also shroud themselves in hooded cloaks.
 The average dohwar stands 3 feet tall and has bright plumage matching a particular color in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    KâTulah Neutral good tabaxi scholar (age 30) KâTulah is a gregarious tabaxi, a catlike humanoid. She arrived at Candlekeep six days ago and received permission to use the library to conduct her
                                                
                                            
                                                
                                                     with the following changes: KâTulah speaks Common and Druidic, and she has darkvision out to a range of 60 feet. When KâTulah moves on her turn in combat, she can double her speed until the end of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    D3. Stepstone Crossing A row of boulders spaced two feet apart breach the surface of the lake to form a walking path across a forty-foot-wide waterway.
 The water around the stepstones is only 4
                                                
                                            
                                                
                                                     feet deep, but the bottom is not visible through the murk. Four of the five stepstones are boulders sunk deep in the mire. The middle stepstone is actually the top of a galeb duhr. If someone steps on it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Booâs Astral Menagerie
                                                    
                                                
                                            
                                                    Mercane  Mercanes are the mysterious, magical creations of one or more deities whose portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant
                                                
                                            
                                                
                                                     robes and have elongated heads and long, spindly fingers. Mercanes conduct most of their business in Wildspace and the Astral Sea. To a mercane, commerce can take many forms, from the trading of goods
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Booâs Astral Menagerie
                                                    
                                                
                                            
                                                    Dohwar  Dohwars are short, pudgy, flightless avians that look and move like penguins. Dohwars migrate from the Feywild to Wildspace, where they are typically encountered. They conduct their affairs
                                                
                                            
                                                
                                                     shroud themselves in hooded cloaks. The average dohwar stands 3 feet tall and has bright plumage matching a particular color in the rainbow spectrum. This color can change at unpredictable times in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    , which doesnât count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it. Spiritual Focus 3rd-level College of Spirits feature You employ tools that aid
                                                
                                            
                                                
                                                     retain the tale in mind until you bestow the taleâs effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with
                                                
                                            
                                                
                                                     high standing are expected to conduct themselves with grace. At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     mysterious sponsor. If villagers conduct this reconnaissance, they report back by midmorning with dire information, having learned everything the characters would in the following expedition. If the
                                                
                                            
                                                
                                                     clawed reptilian feet the characters canât identify. The tracks wind north through the woods. Following the tracks takes more than an hour, leading the characters from the woods into rugged hills. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     rocker is thick with moss. A rictus grin is painted on its face. Near a protruding root is a painted wooden box three feet on a side. A crank protrudes from one side of it, causing it to resemble an
                                                
                                            
                                                
                                                     can attack trespassers who approach the door. Any character who gets within 5 feet of the rocking horse notices a depression on its forehead. Any character who succeeds on a DC 10 Intelligence check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                    . The going is very hard, with steep slopes and heavy undergrowth, reducing the charactersâ travel pace to roughly 100 feet per minute. Thoroughly exploring the hillside could easily take hours. Heavy
                                                
                                            
                                                
                                                     Glitterhame. The tunnel entrance is about 6 feet high and 4 feet wide. Anyone who succeeds on a DC 10 Wisdom (Survival) check can spot old tracks passing in and out of the tunnelâreptilian footprints
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     center of this henge, a small, checkered game board with stone playing pieces rests on the ground near the dying embers of a campfire.
 Each of the eight standing stones is about 20 feet tall and hewn
                                                
                                            
                                                
                                                     otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see âRules of Conductâ in chapter 2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of
                                                
                                            
                                                
                                                     a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of
                                                
                                            
                                                
                                                     that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     themselves to the highest standards of conduct, and someâfor better or worseâhold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their
                                                
                                            
                                                
                                                     also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you arenât carrying the weapon. Level 7: Aura
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hagâs territory, bring gifts when entering another hagâs dwelling, and break no oaths
                                                
                                            
                                                
                                                     given to other hags â as long as the oath isnât given with the fingers crossed. Some humanoids make the mistake of thinking that the hagsâ rules of conduct apply to all creatures. When confronted by such
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isnât incapacitated.
 Actions
 Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
                                                
                                            
                                                
                                                     tire of combat, but they donât take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     feet on a side rests in a corner. A crank protrudes from one side of it, causing it to resemble an oversized jack-in-the-box.
 If Bavlorna Blightstraw retreated to Loomlurch after fleeing her home in
                                                
                                            
                                                
                                                     crunching leaves. âLetâs have some tea.â
 Skabatha Nightshade (see appendix B) obeys the rule of hospitality (see âRules of Conductâ in chapter 2) and presents herself as a kind host who is keen to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     prevent the dead from being interred or jeopardize those already in repose. Though most Duster exorcists conduct their operations in the Mortuary, many heed calls throughout Sigil and the planes beyond
                                                
                                            
                                                
                                                     + 3) necrotic or radiant damage (exorcistâs choice).
 Admit Entity (Recharge 5â6). The exorcist thins the veil of death for a creature it can see within 60 feet of itself, exposing the target to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     two ambush drakes (see appendix D) strung out in a mob that stretches 50 feet. This procession with leaping and whirling kobolds completes one circuit around the temple approximately every eight
                                                
                                            
                                                
                                                     clouds of thick smoke that engulf the back of the temple and blanket the surrounding 30 feet of ground. Everything in the smoke is lightly obscured, and objects or creatures that are seen through more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    L14. Study The door to area L13 is ajar. The staircase in this room climbs 20 feet to area L16. A staircase runs along the wall of this circular room and climbs to an upper level. Tucked behind
                                                
                                            
                                                
                                                    , ownership, and reciprocity in detail (see âRules of Conductâ in chapter 2). Twilight Tides is a fat, wrinkled book about navigating the oceans of the Feywild. After two books were stolen from her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     two ambush drakes (see appendix D) strung out in a mob that stretches 50 feet. This procession with leaping and whirling kobolds completes one circuit around the temple approximately every eight
                                                
                                            
                                                
                                                     clouds of thick smoke that engulf the back of the temple and blanket the surrounding 30 feet of ground. Everything in the smoke is lightly obscured, and objects or creatures that are seen through more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     M22), Endelyn Moongrave is on the balcony (area M19) that hangs 20 feet above this chamber, where she can be seen by characters who look up. She is positioned in front of the door to area M22. If the
                                                
                                            
                                                
                                                     vehicles or mounts, which are parked in area M21. Contraption. The Orrery of Tragedies is 20 feet tall and 60 feet in diameter. It uses magic and mathematics to produce its prognostications, and it can
                                                
                                            
                                        






