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Returning 35 results for 'connected ward require'.
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connected wand required
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Spells
Player’s Handbook
raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If
is based on the quality of the raw materials.
Creatures and magic items can’t be created by this spell. You also can’t use it to create items that require a high degree of skill&mdash
Monsters
Fizban's Treasury of Dragons
Spider Climb. The gem stalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature. The gem stalker doesn’t require food or
create a protective link that can ward other creatures against harm.PsychicCrystal Dart. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Crystal Dart"} to hit, range
Monsters
Mythic Odysseys of Theros
all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its
facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn’t require food, drink, or sleep.
PoisonPsychic
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
connected to one another.
False Appearance. If the yggdrasti is motionless and rooted in the ground at the start of combat, it looks just like a dead tree and has advantage on its initiative roll. Moreover
use of Lightning Discharge.
Unusual Nature. The yggdrasti doesn’t require air or sleep.Multiattack. The yggdrasti makes two Root attacks and uses Lightning Discharge (if available).
Root. Melee
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack rolls and ability checks.
Unusual Nature. The bodak doesn’t require air, food, drink, or sleep.Fist. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
former allies and enemies alike to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The dragon turtle doesn't require food or drink.Multiattack. The dragon turtle makes one Bite or Tail attack and two Claw attacks.
Bite. Melee Weapon Attack: +16
their tunnels toward the surface.
8
A sea god has sent a dragon turtle to unleash devastation along a populated coast.
Connected Creatures
Dragon turtles are stolid and slow to anger
Fabricate
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw
ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Getting Around Sharn is an enormous city and traveling from one side to the other can be quite an ordeal. As a rough guideline… It takes up to 30 minutes to move around within a particular ward. If
you’re traveling between wards, add 30 minutes for each ward you pass through. Dura and Tavick’s Landing are especially large; double the time to move through one of these quarters. So traveling from
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Getting Around Sharn is an enormous city and traveling from one side to the other can be quite an ordeal. As a rough guideline… It takes up to 30 minutes to move around within a particular ward. If
you’re traveling between wards, add 30 minutes for each ward you pass through. Dura and Tavick’s Landing are especially large; double the time to move through one of these quarters. So traveling from
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Wizard Is an abjurer’s Arcane Ward healed only when the ward has 0 hit points? The ward regains hit points whenever the abjurer casts an abjuration spell of 1st level or higher, not just when the
ward has 0 hit points. As is normal for healing, the ward can’t regain more hit points than its hit point maximum: twice the wizard’s level + the wizard’s Intelligence modifier. Does casting alarm as a
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Wizard Is an abjurer’s Arcane Ward healed only when the ward has 0 hit points? The ward regains hit points whenever the abjurer casts an abjuration spell of 1st level or higher, not just when the
ward has 0 hit points. As is normal for healing, the ward can’t regain more hit points than its hit point maximum: twice the wizard’s level + the wizard’s Intelligence modifier. Does casting alarm as a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be
closed. Abjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. Arcane Ward Starting at 2nd
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be
closed. Abjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. Arcane Ward Starting at 2nd
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
terrifying creatures connected to an inscrutable Far Realm entity known as the Drought Elder. Horrified by their mistake, the Green Doctors scrambled to push back the eldritch creatures with a hastily
woven magical ward. Today, though Atagua is independent again, its magical ward has finally collapsed. The influence of the Drought Elder seeps in to Atagua once more. For years, this corruption has
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
terrifying creatures connected to an inscrutable Far Realm entity known as the Drought Elder. Horrified by their mistake, the Green Doctors scrambled to push back the eldritch creatures with a hastily
woven magical ward. Today, though Atagua is independent again, its magical ward has finally collapsed. The influence of the Drought Elder seeps in to Atagua once more. For years, this corruption has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Overview Gralhund Villa sits in the middle of an upper-class residential neighborhood in the North Ward. Here are some general facts to keep in mind: The streets around the villa have pedestrians and
coaches traveling along them at all hours, though traffic is heavier during the day. The estate is enclosed by 12-foot-high stone walls that require a successful DC 15 Strength (Athletics) check to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Overview Gralhund Villa sits in the middle of an upper-class residential neighborhood in the North Ward. Here are some general facts to keep in mind: The streets around the villa have pedestrians and
coaches traveling along them at all hours, though traffic is heavier during the day. The estate is enclosed by 12-foot-high stone walls that require a successful DC 15 Strength (Athletics) check to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
provides. In most other towns and cities, you’ll start with an early-morning stumble on the stairs as you carry your night soil down to deposit it outside. But in Waterdeep, many buildings are connected
keeps the streets lit (excepting the Field Ward and the most dangerous areas of the Dock Ward). Not only that, but hundreds of driftglobes bob about the City of the Dead at night, departing to float over
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
provides. In most other towns and cities, you’ll start with an early-morning stumble on the stairs as you carry your night soil down to deposit it outside. But in Waterdeep, many buildings are connected
keeps the streets lit (excepting the Field Ward and the most dangerous areas of the Dock Ward). Not only that, but hundreds of driftglobes bob about the City of the Dead at night, departing to float over
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the
magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the
magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another mineral substance, however
can’t be created by this spell. You also can’t use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan’s Tools used to craft such objects.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your
race). None of these spells require spell components when you cast them with this trait. Psychic Resilience. You have resistance to psychic damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another mineral substance, however
can’t be created by this spell. You also can’t use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan’s Tools used to craft such objects.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another mineral substance, however
can’t be created by this spell. You also can’t use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan’s Tools used to craft such objects.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the
magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another mineral substance, however
can’t be created by this spell. You also can’t use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan’s Tools used to craft such objects.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
closed, though most are unlocked and don’t require portal keys to enter. Each door on the staircase occupies a landing with at least two staircases connected to it, leading to and from other landings
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your
race). None of these spells require spell components when you cast them with this trait. Psychic Resilience. You have resistance to psychic damage.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
closed, though most are unlocked and don’t require portal keys to enter. Each door on the staircase occupies a landing with at least two staircases connected to it, leading to and from other landings
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the
magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gwishin Gwishin are the spirits of those who were wronged in life and died without receiving justice. They are intimately connected to Yeonido and the traditions of the city itself. While some
social norms to avoid bringing shame to their clan. If a family member dies and becomes a gwishin, the burden is on the clan to appease the spirit. Asking for help would require the family to publicly
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gwishin Gwishin are the spirits of those who were wronged in life and died without receiving justice. They are intimately connected to Yeonido and the traditions of the city itself. While some
social norms to avoid bringing shame to their clan. If a family member dies and becomes a gwishin, the burden is on the clan to appease the spirit. Asking for help would require the family to publicly
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Market Ward Sigil boasts a market so vast it constitutes its own ward. Nestled between the bureaucratic Clerks’ Ward and the dignified Lady’s Ward, the Market Ward buzzes with business at all hours
. Portals to trade cities across the planes lie scattered throughout its districts and the innumerable businesses among them. The Market Ward was once two wards, the other being the Guildhall Ward
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Market Ward Sigil boasts a market so vast it constitutes its own ward. Nestled between the bureaucratic Clerks’ Ward and the dignified Lady’s Ward, the Market Ward buzzes with business at all hours
. Portals to trade cities across the planes lie scattered throughout its districts and the innumerable businesses among them. The Market Ward was once two wards, the other being the Guildhall Ward