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                        Returning 35 results for 'connection walk relatively'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     magic, etherealness, faerie fire, fly, insect plague, invisibilityDrow spellcasters who seek to devote themselves wholly to Lolth, the Spider Queen, sometimes walk the sinister path of the arachnomancer
                                                
                                            
                                                
                                                    . By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.PoisonChange Shape
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand
                                                
                                            
                                                
                                                     with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them. Other Uthgardt fear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of
                                                
                                            
                                                
                                                     adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
                                                
                                            
                                        
                                                    Aarakocra
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    .
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
                                                
                                            
                                                
                                                     have historical ties to the Wind Dukes of Aaqa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     planes of existence. It encompasses every world where Dungeon Masters run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw
                                                
                                            
                                                
                                                     from the horrific depths of the Abyss, or find yourself hoisting a tankard with the friendly giants of Ysgard. You might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     duration)
 Duration: 1 hour
 You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it
                                                
                                            
                                                
                                                     ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
  Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
  Casting Time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    16. Spectral Bridge A 120-foot-long, 10-foot-wide bridge of wispy magical energy spans the lava-filled chasm, connecting areas 9 and 17. This bridge provides a relatively safe means of crossing the
                                                
                                            
                                                
                                                    . Normally, it is solid and safe to walk on — but any section of the bridge within 10 feet of a magic item becomes insubstantial. A creature or object passes through an insubstantial section of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                     area as cult fanatics (one for every two characters rounded down, excluding sidekicks) walk back and forth between the common area and the courtyard, making sure the ritual is progressing according to
                                                
                                            
                                                
                                                     berserker) stands proudly before the statue. The statue of Talos (see appendix A) moves toward the characters, its face twisted in rage. THE CONNECTION
 The ritual has created a connection between Teega and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Walking a Different Path Acquisitions Incorporated barbarians walk a different path than their kin of the wild lands. Or, more precisely, they walk familiar paths in unique and novel ways. Path of
                                                
                                            
                                                
                                                     known as Mistress Leafwind 
   Path of the Totem Warrior Unlike your wilder cousins, your connection to the spirit world is a little less woodsy and a little more civilized. However, that doesn’t mean
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield such power. Young kobold sorcerers are trained by elders, and the training has an almost
                                                
                                            
                                                
                                                    , since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
                                                
                                            
                                                
                                                     relatively little fear, but beyond its well-lit streets and tightly watched gates, the other districts become much more dangerous after dark.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
                                                
                                            
                                                
                                                     relatively little fear, but beyond its well-lit streets and tightly watched gates, the other districts become much more dangerous after dark.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton
                                                
                                            
                                                
                                                     poorly to changing circumstances. They can’t read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     magic, deadly monsters, and cruel local rulers are all perils that you face when you travel in the Forgotten Realms. Even farms and freeholds within a day’s walk of a city can fall prey to monsters, and
                                                
                                            
                                                
                                                     for above all else. A character’s bond represents a connection to a person, place, or event in the world — someone the character cares about, a place that holds a special connection, or a treasured
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain
                                                
                                            
                                                
                                                     storm, slow 7th freedom of movement, ice storm 9th commune with nature, cone of cold   Coast   Druid Level
 Spells
   3rd mirror image, misty step 5th water breathing, water walk 7th control water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                     suspicious and resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a
                                                
                                            
                                                
                                                     shaman is to stand with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Phantom Collecting the souls of your defeated foes in everyday objects—what a good idea. Though, I’d probably need an encyclopedia to hold all my anti-admirers.
 Tasha
 Many rogues walk a fine line
                                                
                                            
                                                
                                                     between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     (Perception) scores Normal 300 feet 3 miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth  Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth  Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. Circle Spells Your mystical connection to the land infuses you with the ability to cast certain
                                                
                                            
                                                
                                                     storm, slow
 7th
 freedom of movement, ice storm
 9th
 commune with nature, cone of cold
  Coast  Druid Level Spells   3rd
 mirror image, misty step
 5th
 water breathing, water walk
 7th
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     studies are just preparation. Now it’s your sacred duty to be a revenant of your ancestor: to live your life as they did and allow the champion to walk the world again through you. (This title of revenant
                                                
                                            
                                                
                                                     sought to be inducted into the faith. But so far the Keepers of the Past have declared that only elves can be revenants. Beyond the blood connection to the ancestor, an elf communes with their ancestor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     merchants hauling northbound freight. They don’t bunch up during the day or camp together at night. As far as anyone else knows, their only connection is that they’re part of this caravan. Rezmir and eight
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Barbarian: Path of the Giant Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size
                                                
                                            
                                                
                                                     damage type to another one from the damage type options above. Mighty Impel 10th-Level Path of the Giant Feature Your connection to giant strength allows you to hurl both allies and enemies on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     merchants hauling northbound freight. They don’t bunch up during the day or camp together at night. As far as anyone else knows, their only connection is that they’re part of this caravan. Rezmir and eight
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Uthgardt Shaman The Uthgardt are suspicious and resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection
                                                
                                            
                                                
                                                     to the spirit world. To be a shaman is to stand with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Drow Arachnomancer  Drow spellcasters who seek to devote themselves wholly to Lolth, the Spider Queen, sometimes walk the sinister path of the arachnomancer. By offering up body and soul to Lolth
                                                
                                            
                                                
                                                    , they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place. Drow Arachnomancer
 Medium Humanoid (Elf), Typically
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     enormous chains of infernal iron that hold Elturel are the only physical connection between the city and the ground. Each chain link is 30 feet long and 20 feet wide, and is formed of a welded loop of
                                                
                                            
                                                
                                                     infernal iron that is 5 feet thick. See chapter 5 for more information on breaking these infernal chains. The chain links are covered in 1-foot-long iron barbs that make them relatively easy to move
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     those of Dead Three. The demigods Bane, Bhaal, and Myrkul walk among mortals, personally seeking followers to their cause. More than once, it’s rumored, the trio has even trod the streets of Baldur’s
                                                
                                            
                                                
                                                     relatively small. Their sinister reputations outstrip their actual influence, though, with gossip spreading quickly whenever the deities’ ominous symbols appear in graffiti or the Flaming Fist cracks down
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    
 Gauntlgrym is a city carved out of the living rock, with halls and passages wide enough for the largest dragons to walk through. There are hundreds of levels, twisting stairs, functioning elevators, and a
                                                
                                            
                                                
                                                     ancient glory. By no means is the city fully occupied. Indeed, given the relatively small size of Bruenor’s occupying force, keeping track of anyone within Gauntlgrym is nearly impossible.
 Light. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     recently been sensed north of the lighthouse, and relatively close. All the activities mentioned in this section are introduced or talked about in the “Franchise Tasks and Downtime” section in chapter 2
                                                
                                            
                                                
                                                    . The Luskan Connection Making use of scrutineering, research, carousing, or schmoozing during downtime can all yield up hints confirming that Dran Enterprises has a secret headquarters in the city of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     those of Dead Three. The demigods Bane, Bhaal, and Myrkul walk among mortals, personally seeking followers to their cause. More than once, it’s rumored, the trio has even trod the streets of Baldur’s
                                                
                                            
                                                
                                                     relatively small. Their sinister reputations outstrip their actual influence, though, with gossip spreading quickly whenever the deities’ ominous symbols appear in graffiti or the Flaming Fist cracks down
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower
                                                
                                            
                                                
                                                     restore your use of it. Path of the Wild Heart Walk in Community with the Animal World Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical
                                                
                                            
                                        
                                                     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->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     restore a soul to life without any cost or loss of one’s identity and sense of self. This isn’t to say that Lathos is an easy path to walk, however. Erebos’s most fearsome servants guard the portal. So far
                                                
                                            
                                                
                                                    ’ lost identities continue to exist, though, becoming eidolons, which scatter throughout the mortal realm, having no connection to their Returned bodies. (See chapter 6 for more information about eidolons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Drow Arachnomancer Drow spellcasters who seek to devote themselves wholly to the Spider Queen sometimes walk the dark path of the arachnomancer. By offering up body and soul to Lolth, they gain
                                                
                                            
                                                
                                                     tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place. Drow mages can be quite learned and skilled in magic. Some of them can
                                                
                                            
                                        





