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Returning 25 results for 'contiguous willing receives'.
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contiguous willing receive
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Spells
Player’s Handbook
contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that
return within 10 minutes if dispersed while Guards and Wards lasts)
Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Magic Items
Bigby Presents: Glory of the Giants
This ring is carved from hematite and bears an engraving of the friend rune.
When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you
. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.
You can bond with a
Succubus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the
.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5);{"diceNotation":"5d10+5
Incubus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the
.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5);{"diceNotation":"5d10+5
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that
are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
wind in one corridor or room. Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify
wind in one corridor or room. Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
hit points. If the patrons’ team wins a match, each combatant on the team receives 100 talons. The matches have one-hour breaks between them, allowing participants to take a short rest in the
and swap with another willing participant. A participant’s companions can join them in the coliseum’s wings between matches. Pit Master’s Challenge Characters who win three matches gain Khai’s
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this
charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Northedge. The ogres of the Cogs are fond of tugs-of-war, arm wrestling, and similarly simple tests of strength. People who want to bet on sports can usually find a gambler willing to set odds in the
competitor who receives aid is removed from play for the remainder of the match. Competitors aren’t allowed to use spells or similar abilities. The only formal hrazhak arena in Sharn is located in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Goldenfields Quests For each special NPC who survives the attack on Goldenfields, the party receives a quest and gains a particular reward for completing that quest. The quests encourage characters
ending the giant threat, and he’s willing to risk their lives to test his theory. Treasure. If the characters agree to seek out Old Gnawbone, Chazlauth plucks a handful of potions from a shelf in his
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Regardless of the saving throw result, the creature also receives the following grim vision: Within an expanse of broken worlds drifts a gargantuan alien form—one that is far from a centipede yet
willing recipient of the spell.
More rarely, the orchids produce a smaller pod holding a single white seed. Among its various magical properties, if a white seed is ground and scattered over a dead
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
woods and valley well. They’re willing to serve as guides for 5 gp per day, or to provide directions to important landmarks in exchange for free drinks. They think it’s foolish to travel “this cursed
. Urwin Martikov, who prepares most of the meals, is found here throughout the day. He occasionally receives help from his two boys, but they are easily distracted. A cupboard against the east wall
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
have plays performed for her and the three things she’s willing to accept as the result of any bargain made with the characters, as discussed in “Bargaining with Endelyn” section later in the chapter
character uses an action to try to calm Feenia, doing so with a successful DC 15 Charisma (Persuasion) check, or if the goblin receives the benefit of a calm emotions spell or similar magic. The Kite
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to protect the gardens from intruders in Zybilna’s absence.” “Our presence here means that our mistress is gone. Where? We do not know.” “The palace receives visitors even in Zybilna’s absence
“Crown Locks” earlier in the chapter). Envy is willing to let the characters take the crown from it temporarily, but it wants something in exchange each time it relinquishes the crown: a lei made from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
gladly takes up arms to aid his rescuers and is willing to serve his rescuers for one year without pay in gratitude for his freedom. Fourth Cell. The bugbear guards will say that they have been
death and eaten, so they will be very willing to help any creature promising them escape from the toils of the giants. These orcs can lead the characters south and east to the rebels’ hideout (area 19
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
impatient with his lack of action. They are Indifferent to the characters but leap into battle if threatened. Talking with the Giants. The giants are willing to talk with peaceable characters who know
crystal sheds Dim Light in a 15-foot radius. A creature that touches the crystal receives a surge of positive energy and regains 70 Hit Points. The crystal grants this healing three times each day
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
designs. Xendros sometimes has need for adventurers. She is particularly interested in tracking down an apparatus of Kwalish. If news of one reaches her, she offers magic items to those willing to
evidence lying about. His eidetic memory allows him to burn any notices and reports he receives after reading them, though at times he can be careless and leave partially burned scraps of paper in his
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
willing to negotiate to protect the young, which they fight to the death to protect or avenge. Treasure. Each giant warrior in the place has 1,000 gp plus an armband that is a token of free passage
smaller area holds one frost giant, one frost giant servant, and two young frost giants. 20. Jarl’s Antecavern and Trophy Hall Jarl Grugnur receives visitors in a chamber on the southern edge of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Blood hawks make excellent hunting animals. Nobles are willing to pay 25 gp per intact egg. C2. Crystal Cave This cave has a single spherical room with a radius of 15 feet. Ogrorlo’s merfolk slaves
rest in the cave receives at the end of the rest a vague vision of a danger it might face within the next 10 days. If the creature isn’t an aberration, it must succeed on a DC 14 Wisdom saving throw or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
more of its kind are in the dungeon and receives a general impression of area 42, where more otyughs live. All these otyughs hate the Thayans. Niches. The shallow niches are 3 feet off the floor and 5
willing to give up his treasure and share the attunements of his glyph key, turning over the actual key only under severe threat. Dungeon State. If Thuria survives an initial encounter with the player
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the same character is submerged in all four pools, that character receives the blessing of That-Which-Endures. This blessing comes in handy later in area 7. Key. To make the key appear, one or more
two became separated during a carrion crawler attack in the cavern just beyond this one. Caerhan must have escaped deeper into the tunnels, but Gorkoh wasn’t willing to risk facing the monster to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
warehouse duty. Her job mostly involves running from one row of crates to another, filling orders for customers and grouping them for retrieval by other Dran Enterprises employees. She receives her
visible if he is spotted. Bardok is too mellow to care about intruders, so that if the characters approach him carefully, they discover he’s a big fan of Acquisitions Incorporated and is willing to help