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Returning 35 results for 'continues writing round'.
Other Suggestions:
continue writing rune
continue writing resound
continue writing rounded
continue waiting round
continual writhing round
Spells
Player’s Handbook
separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
Monsters
Divine Contention
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in
Monsters
Princes of the Apocalypse
initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn
are caught in the path of a wildfire moving 50 feet per round. Each character must succeed on a DC 21 Constitution saving throw or take 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
Monsters
Fizban's Treasury of Dragons
object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to
Monsters
Fizban's Treasury of Dragons
the lower level brings a creature to the upper level. A creature or object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it
count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Imprisoning Force. The
Monsters
Fizban's Treasury of Dragons
.
Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round
of writing within 6 miles of the dragon’s lair become magically charged and can’t be damaged by nonmagical means.
Restless Sleep. When a creature finishes a long rest within 6 miles of the
Monsters
Fizban's Treasury of Dragons
conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.
Toxic Spores. The
’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6 miles
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down
, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
Control Water
Legacy
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Spells
Basic Rules (2014)
spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water
beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
Determine surprise. The
cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
1. Determine surprise. The
cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
1. Determine surprise. The
cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
Determine surprise. The
cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
flailing away at the creatures inside with its tentacles, as described above in “Thrashing Tentacles.” Round 2 The octopus’s weight and writing tentacles cause the ship to list 30 degrees to port. At the
Sequence of Events Following is a round-by-round summary of how events progress as the octopus brings down the ship. Round 1 The octopus begins its attack, wrapping itself around the ship and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
flailing away at the creatures inside with its tentacles, as described above in “Thrashing Tentacles.” Round 2 The octopus’s weight and writing tentacles cause the ship to list 30 degrees to port. At the
Sequence of Events Following is a round-by-round summary of how events progress as the octopus brings down the ship. Round 1 The octopus begins its attack, wrapping itself around the ship and
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
I have a readied action. Can I stop readying to take an Opportunity Attack? Or does the Ready action take a full-round commitment? Think of the Ready action as a preparatory action rather than a
continues, you can decide to take this readied Reaction—or, if plans change, you can take any other Reaction you might have access to, such as an Opportunity Attack. But remember that you have only one
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
I have a readied action. Can I stop readying to take an Opportunity Attack? Or does the Ready action take a full-round commitment? Think of the Ready action as a preparatory action rather than a
continues, you can decide to take this readied Reaction—or, if plans change, you can take any other Reaction you might have access to, such as an Opportunity Attack. But remember that you have only one
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
writing, in Olman, reads, “Dare not open this pit unless you be willing to meet the challenge of pelota.” Five feet above the capstone in the southern wall is a hemispherical depression 1 foot in
above the pit while preventing the ball from reaching the northern end of the hall. If all the characters fail to hit the ball for 1 round, the faint sound of a drum dirge will be heard. A character who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
writing, in Olman, reads, “Dare not open this pit unless you be willing to meet the challenge of pelota.” Five feet above the capstone in the southern wall is a hemispherical depression 1 foot in
above the pit while preventing the ball from reaching the northern end of the hall. If all the characters fail to hit the ball for 1 round, the faint sound of a drum dirge will be heard. A character who
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
check is greater than the highest passive score, that quarry escapes. If not, the chase continues for another round. The quarry gains advantage or disadvantage on its check based on prevailing
quarry makes a Dexterity (Stealth) check at the end of each round, after every participant in the chase has taken its turn. The result is compared to the passive Wisdom (Perception) scores of the pursuers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
total of the quarry’s check is greater than the highest Passive Perception score of the pursuers, the quarry escapes. If not, the chase continues for another round. Escape doesn’t necessarily mean the
quarry makes a Dexterity (Stealth) check on Initiative count 0 each round, after every participant in the chase has taken its turn. If the quarry is never out of the lead pursuer’s sight, the check fails
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
check is greater than the highest passive score, that quarry escapes. If not, the chase continues for another round. The quarry gains advantage or disadvantage on its check based on prevailing
quarry makes a Dexterity (Stealth) check at the end of each round, after every participant in the chase has taken its turn. The result is compared to the passive Wisdom (Perception) scores of the pursuers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
total of the quarry’s check is greater than the highest Passive Perception score of the pursuers, the quarry escapes. If not, the chase continues for another round. Escape doesn’t necessarily mean the
quarry makes a Dexterity (Stealth) check on Initiative count 0 each round, after every participant in the chase has taken its turn. If the quarry is never out of the lead pursuer’s sight, the check fails
Orc
Legacy
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Species
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
rarely keep records or write down their thoughts. When orcs need to communicate in writing, they use crude symbols to convey basic information, such as “food stored here,” “danger close
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Wandering Monsters Halaster continues to use the Terminus Level as a dumping ground for stray monsters. Duergar also patrol the mines. Beholder Zombies Four beholder zombies, set loose by Halaster
50 percent chance that a passing duergar patrol (see above) hears the ruckus and arrives on the scene at the end of the third round of combat. If the remorhaz is still around, the duergar help defeat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Wandering Monsters Halaster continues to use the Terminus Level as a dumping ground for stray monsters. Duergar also patrol the mines. Beholder Zombies Four beholder zombies, set loose by Halaster
50 percent chance that a passing duergar patrol (see above) hears the ruckus and arrives on the scene at the end of the third round of combat. If the remorhaz is still around, the duergar help defeat
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. The course is 480 feet long. Racing Rules. The race is divided into 6-second rounds. Once the race begins, the snails move along the track at remarkable speed, each one covering 80 feet per round by
unnecessary. Once per round, each jockey can make a DC 12 Wisdom (Animal Handling) check. On a successful check, the jockey’s snail moves an extra 10 feet that round, or 20 feet if the check succeeds by 5 or
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
from a distance. A large, round table with four chairs sits in one corner of the room, with shelves and workbenches arranged along the walls. Books and papers are scattered on the table, along with a
minute. The writing on the papers and books in the room has become illegible, and the paper is so brittle from the fire elementals’ heat that it crumbles at a touch. Treasure The chest contains three
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
from a distance. A large, round table with four chairs sits in one corner of the room, with shelves and workbenches arranged along the walls. Books and papers are scattered on the table, along with a
minute. The writing on the papers and books in the room has become illegible, and the paper is so brittle from the fire elementals’ heat that it crumbles at a touch. Treasure The chest contains three
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. The course is 480 feet long. Racing Rules. The race is divided into 6-second rounds. Once the race begins, the snails move along the track at remarkable speed, each one covering 80 feet per round by
unnecessary. Once per round, each jockey can make a DC 12 Wisdom (Animal Handling) check. On a successful check, the jockey’s snail moves an extra 10 feet that round, or 20 feet if the check succeeds by 5 or
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
eagles’ weight. “Welcome, ground-walkers,” squawks one of the eagles. The other continues: “This is the home of Derwyth. If you come in peace, follow us—if not, leave now.”
Avri and Ivo, two giant
join the fray on initiative count 20 of the third round (losing initiative ties); the elk aid the eagles however they can. Attacking the eagles sours Derwyth’s opinion of the characters, who fail her
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated. Combat Step by Step Combat unfolds in these steps: Establish Positions. The Dungeon
and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the stone gears and the iron chains and pulleys. On the other side of the machinery, to the south, is a rectangular shaft that rises up from the darkness and continues past this room. Attached to the
lowers the elevator and resets the trap. When the elevator trap in area K61 is activated, all the chains, pulleys, and gears in this room move at once. It takes 10 seconds (1 round) for the elevator to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
eagles’ weight. “Welcome, ground-walkers,” squawks one of the eagles. The other continues: “This is the home of Derwyth. If you come in peace, follow us—if not, leave now.”
Avri and Ivo, two giant
join the fray on initiative count 20 of the third round (losing initiative ties); the elk aid the eagles however they can. Attacking the eagles sours Derwyth’s opinion of the characters, who fail her