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Returning 16 results for 'cord form'.
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Spells
Playerâs Handbook
, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after
1 foot. If the cord is cutâwhich happens only when an effect states that it does soâthe targetâs body and astral form both die.
A targetâs astral form can travel through the
Astral Projection
Legacy
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Spells
Basic Rules (2014)
ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.
If you are returned to
leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game
magic-items
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
gyrocopter wonder can take a Utilize action to attach itself to or detach itself from one of these cords. A creature attached to a cord can leap from the gyrocopter wonder and glide, moving up to 5 feet
magic-items
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
detach itself from one of these cords. A creature attached to a cord can leap from the gyrocopter wonder and glide, moving up to 5 feet horizontally for every 1 foot it descends in the air. If a
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder
blades of the astral form. The cord fades from view after 1 foot. If the cord is cutâwhich happens only when an effect states that it does soâthe targetâs body and astral form both die. A targetâs
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
air and doesnât age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that
your way home. If the cord is cutâsomething that can happen only when an effect specifically states that it doesâyour soul and body are separated, killing you instantly. Your astral form can freely
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
air and doesnât age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that
your way home. If the cord is cutâsomething that can happen only when an effect specifically states that it doesâyour soul and body are separated, killing you instantly. Your astral form can freely
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder
blades of the astral form. The cord fades from view after 1 foot. If the cord is cutâwhich happens only when an effect states that it does soâthe targetâs body and astral form both die. A targetâs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
restoration spell restores Shunnâs natural form, but Shunn doesnât want the curse lifted. His horrific appearance strikes fear into the hearts of his comrades-in-arms and has earned him favor with
Xanathar. Shunn believes that returning to his normal form might weaken his influence over his gang and diminish his status in the Xanathar Guild. Shunn is a drow elite warrior, with these changes
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
shackles to the coffin, and can be recognized as a form of astral silver cord with a successful DC 15 Intelligence (Arcana) check. If the high priest is disconnected (most easily by extracting the helmet
multiple pieces of the laboratoryâs equipment. The wire can be recognized as a form of astral silver cord with a successful DC 15 Intelligence (Arcana) check. Notes scattered about the area detail how
Magic Items
Infernal Machine Rebuild
, a supply of which can always be produced from the machineâs inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
cut an astral projectionâs silvery cordâthe user suffers a sudden burst of feedback from the machine that kills them instantly.
Any effect of the Infernal Machine that requires
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
work. Treasure. Drule carries a key to the high altar (area T9) on a cord around his neck. If he hasnât used it in combat, Drule carries a Bead of Force (see appendix A) in his breast pocket. T7: East
Queen Yolandeâs court. Cinderhide has just returned from a reconnaissance mission in Celene and remains in an elfâs form. Observing Cinderhide. The cult leader is engrossed in her murderous thoughts and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the front door, read: This austere hall is finished in irregular blocks of dark basalt that form natural columns along the walls. The doors of the monasteryâs front entrance face south, while
gp each, wrapped in a swatch of cowhide. The key to area M13 hangs from a hook on the wall by the roomâs door. Hellenrae wears the key to the padlock in area M24 on a leather cord around her neck
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Lock spells seal these doors, beyond which are repositories for the libraryâs most valuable or scandalous works. Next to each scribeâs desk is a pull cord hanging through a hole in the ceiling. A tug
Eight, Jallarzi Sallavarian and Ottoâknow Morleyâs true form. Morley is one of the cityâs secret weapons, ready to repel invaders or break a siege should the need arise. The dragon has a soft spot for
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
casks of the end product. North Central Chamber. Two goblin commoners currently repair dirty goblin armor with cord, iron needles, leather patches, and other crude implements of tailoring. South Central
on opposite walls. Torn and burnt pages, bindings, and scrolls form disordered piles in the corners.
Treasure. Rooting around in the wreckage, separate successful DC 15 Wisdom (Perception) checks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
directly at anyone. The characters also see a ghastly pendant on a cord around his neck â a severed human finger that wears a platinum signet ring (see âLord Rosznarâs Ringâ below). When the characters
: a bloody handprint inside a hollow red triangle on a sheet of yellow-dyed flesh. Lurkana uses the banner as a form of punishment; she makes disobedient or incompetent underlings stand outside these






