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                        Returning 10 results for 'continuously which range'.
                    
                
                        
                            
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                                        continuous which range
                                    
                                
                                    
                                        continuously which ranger
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection’s space
                                                
                                            
                                                
                                                    , continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Cave Features The area has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Most cavern ceilings are 30 feet high, and passage ceilings range from 10 to 15
                                                
                                            
                                                
                                                     feet high. Light. The Howling Caves are lightless. Wind. Wind continuously moves through the Howling Caves, in whispers or howls.  Map 5.2: Howling CavesView Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     gambling is heavily taxed in the city and limited in its scope. Dura is the place to find a wide range of shadier and more profitable games. Go shopping. The Bazaar of Middle Dura is an excellent
                                                
                                            
                                                
                                                     terrible accident. The Sharn Watch ignores much of Lower Dura. Stories circulate continuously about dragonmarked houses and mad wizards conducting dangerous experiments in Lower Dura without interference from the law.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
 Range: Touch
 Components: V, S, M (a silver rod worth 10+ GP)
 Duration: 24 hours
 You create a ward that protects up to
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
 Range: Touch
 Components: V, S, M (a silver rod worth 10+ GP)
 Duration: 24 hours
 You create a ward that protects up to
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     dripping water echoes continuously.
 The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a
                                                
                                            
                                                
                                                     below. The cavern extends into darkness beyond the range of their light. They need to go down the stairs and explore the area directly to discover its full extent. Characters standing along the ledge
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     dripping water echoes continuously. The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a stout
                                                
                                            
                                                
                                                     below. The cavern extends into darkness beyond the range of their light. They need to go down the stairs and explore the area directly to discover its full extent. Characters standing along the ledge
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     traits: He speaks Aquan, Auran, Common, Gnomish, Ignan, and Terran. He is Small and has a walking speed of 25 feet. He has darkvision out to a range of 60 feet. He has advantage on all Intelligence
                                                
                                            
                                                
                                                     guardian to attack. Zox’s music box has no magical properties beyond its ability to play a tune. The music plays continuously but stops if the box is dropped, shaken, or otherwise handled roughly. The box
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    , and ceilings in patches. One patch of green slime covers a 5-foot square. Green slime has Blindsight with a range of 30 feet, and it drops from walls and ceilings when it detects movement below
                                                
                                            
                                                
                                                     encountered in an enclosed space, such as a sewer or sealed tomb. The gas fills as much space as it can, up to a maximum of ten 10-foot Cubes. The transparent gas carries a foul odor. The gas is continuously
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     location on the arena floor roughly equidistant from the two teams. The ball is a simple ranged weapon with the finesse and thrown properties. Its range is 120 feet, and it deals 1d4 bludgeoning damage
                                                
                                            
                                                
                                                     spells that continuously sweep the floors. If the characters ascend to the topmost chamber of the tower, read: Glowing orbs are set into the walls of this thirty-foot-diameter circular chamber. Four giant
                                                
                                            
                                        





