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Returning 35 results for 'converse willing round'.
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conveys willing round
convert willing round
Magic Items
Dungeon Master’s Guide
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the
, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).
When the time runs out or
Spells
Player’s Handbook
You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is
Incapacitated and has a Speed of 0.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration
Spells
Player’s Handbook
You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and
a Magic action followed by a 1-minute transformation.
If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.
Magic Items
Dragonlance: Shadow of the Dragon Queen
flying citadel helm to move the citadel through the air, up to 80 feet per round, or up to 8 miles per hour.
You can steer the citadel, albeit in a somewhat clumsy fashion, in much the way that a rudder
helm is maintaining concentration, the citadel remains motionless in its space.
Transfer Attunement. You can use an action or a bonus action to touch a willing spellcaster, whereupon that creature
Monsters
Fizban's Treasury of Dragons
round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space.
Compulsive Dance. The dragon targets a creature it can
see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round
Monsters
Fizban's Treasury of Dragons
or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the
Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is incapacitated and must use all its movement to dance.
Disorienting Visions. Disorienting illusory
Monsters
Curse of Strahd
Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7
incapacitated.
On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round:
Until initiative count 20 of the next round
Water Walk
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
in a row:
The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
One creature the dragon can see within
action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect
Rod of Security
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space
. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the
Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
:
The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
One creature the dragon can see within 120 feet
make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the
Wind Walk
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet
the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
Dream
Legacy
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Spells
Basic Rules (2014)
, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't
take actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The
Adult Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality Traits and
flesh.
6
I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped.
7
I dream of seeing the deepest places in the ocean.
8
I find I
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
monsters
Fizban's Treasury of Dragons
. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality Traits and
flesh.
6
I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped.
7
I dream of seeing the deepest places in the ocean.
8
I find I
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep
, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep
, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round
lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see
within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see
within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
maintain concentration (as if concentrating on a spell): You can use the flying citadel helm to move the citadel through the air, up to 80 feet per round, or up to 8 miles per hour. You can steer the
action to touch a willing spellcaster, whereupon that creature attunes to the flying citadel helm immediately, and your attunement to the flying citadel helm ends. Crash. Should the flying citadel helm
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
noticed or soon after the characters land on the island, three hostile weretigers in hybrid form emerge with longbows drawn. They gauge the party’s intentions for 1 round before attacking. A character
who talks to the weretigers during this round can convince them not to attack by succeeding on a DC 16 Charisma (Intimidation or Persuasion) check. Even if the weretigers do attack, a character who
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Security Rod, very rare While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that
present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rod of Security Rod, very rare While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that
present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Walk Level 6 Transmutation (Druid) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice within range
target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Security Rod, Very Rare While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a
Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Security Rod, Very Rare While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a
Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mounted Combat A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules. Mounting and Dismounting During
your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your Speed (round down). For example, if your Speed is 30 feet, you spend
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Walk Level 6 Transmutation (Druid) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice within range
target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
eye ray is based on. Antimagic Cone: mirage arcane, power word stun (affecting the weakest non-stunned target in the cone each round) Charm Ray: banishment (1 minute), confusion (1 minute) Death Ray
) Fear Ray: gaseous form (self or willing creature only), moonbeam Paralyzing Ray: modify memory, silence (1 minute) Petrification Ray: Otto’s irresistible dance (1 minute), wall of ice (1 minute; one
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
devils Round 4: Two barbed devils Round 5: One horned devil Round 6: One erinyes If the characters try to strike a bargain with the devils, only the erinyes is willing to engage them — but it demands
roll initiative. The statue turns counterclockwise and completes one 360-degree revolution on initiative count 0 of each round. When the statue completes its first revolution, magical fire engulfs the






