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Returning 35 results for 'cover relatively granting to have required'.
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Magic Items
Dungeon Master’s Guide
One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying
Magic Items
Dungeon Master’s Guide
One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying
Monsters
Waterdeep: Dragon Heist
doesn't impose disadvantage on Soluun's ranged attack rolls with a pistol. In addition, Soluun ignores half cover and three-quarters cover when making ranged attacks with a pistol.
In addition to his
weapons, he carries four packets of smokepowder and a pouch containing twenty pistol bullets.
He wears a pair of drow-made boots of elvenkind granting advantage on Dexterity (Stealth) checks that rely on
Monsters
Strixhaven: A Curriculum of Chaos
target can’t benefit from cover less than total cover), reach 5 ft. or range 120 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Spatial Blade
professor magically alters its physical form until it uses this bonus action again, until it is incapacitated or dies, or until it dismisses the effect (no action required). Choose one of the following
Magic Items
Acquisitions Incorporated
.
Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on
required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
attack, the veil keeper surrounds the creature with illusory mist, granting the creature half cover until the start of the veil keeper’s next turn.Masters of their innate illusory powers, irda
Monsters
Mordenkainen Presents: Monsters of the Multiverse
into a vast necropolis populated solely by Undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these
or until Orcus releases them (no action required).
Undead Servants. Orcus causes up to six corpses within the lair to rise as skeleton;skeletons, zombie;zombies, or ghoul;ghouls (all appear in the
Monsters
The Book of Many Things
Guardian Aura. Whenever a creature of Asteria’s choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait
spectral shield lasts until the start of Asteria’s next turn. While the shield is orbiting the creature, the creature has half cover, is immune to the frightened condition, and makes weapon attack rolls with advantage.
Monsters
Keys from the Golden Vault
her triumph onto her skin. Using ancient rituals, Korda infused many of these artful etchings with the magic of Gauntlgrym’s forges, granting her wondrous gifts.
Korda grew too ambitious for
hand, and down the length of each finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym.
Mountain. Silver and brown mountain peaks cover her chest
Monsters
Mordenkainen Presents: Monsters of the Multiverse
restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Swallow", "rollDamageType":"necrotic
only one creature swallowed at a time. While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Attack. Hutijin makes one Claw, Mace, or Tail attack.
Teleport. Hutijin uses Teleport.
Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a 30-foot radius, blocked only by total cover. All
lord of Cania, but he has never wavered in his support for his master—suggesting, perhaps, that Mephistopheles has some hold over him.
Outside the Nine Hells, Hutijin is a relatively obscure
Monsters
Icewind Dale: Rime of the Frostmaiden
within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
multiverse transformed into a vast necropolis populated solely by undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
Magic Items
Tasha’s Cauldron of Everything
hatch also opens it until the start of the caster’s next turn.
A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have total cover from
(for either attuned creature), you can command it in the following ways:
Open or close the hatch (no action required, once per turn)
Move the servant up to its speed (no action required)
As an
Monsters
Icewind Dale: Rime of the Frostmaiden
trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
Monsters
Fizban's Treasury of Dragons
attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of
fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.
If the dragon dies, these
Monsters
Fizban's Treasury of Dragons
attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge
.
Verdant Growth. Vegetation and fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food
Oil of Slipperiness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying
(one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours
Banderhobb
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it
creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.
Shadow Step. The banderhobb
Feats
Bigby Presents: Glory of the Giants
You’ve manifested the tempest magic emblematic of storm giants, granting you the following benefits:
Ability Score Increase. Increase your Strength, Wisdom, or Charisma score by 1, to a
maximum of 20.
Maelstrom Aura. As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura
Feats
Planescape: Adventures in the Multiverse
You can draw on the forces of the multiverse to survive cosmic extremes and to traverse its infinite realms, granting you these benefits:
Planar Adaptation. When you finish a long rest, you gain
the portal are on the same plane of existence. Moreover, as an action, you can detect the location of any portals within 30 feet of you that aren’t behind total cover. Once you detect a portal with this action, you can’t use the action again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura
15: Smite of Protection Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover. Level 13: Use Magic Device You’ve learned how to maximize use of magic items, granting you
: Second-Story Work You’ve trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Oil of Etherealness Potion, Rare One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Oil of Etherealness Potion, rare Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment
it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Oil of Etherealness Potion, Rare One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. Half Plate. Half plate consists of shaped metal plates that
cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Oil of Etherealness Potion, rare Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment
it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
for a party to investigate all three branches of the dungeon. If this is the case, it would be best if the party were required to leave the dungeon and reenter upon resumption of the game. If they stay
in the nearest village (several miles away) they will be relatively safe, but if they camp near White Plume Mountain it would be a good idea to roll for random encounters. PLACING THE ADVENTURE
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Oil of Slipperiness Potion, uncommon This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the
equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Oil of Slipperiness Potion, uncommon This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the
equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Oil of Slipperiness Potion, Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Oil of Slipperiness Potion, Uncommon One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
already have darkvision, its range increases by 30 feet. Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on
. Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
determine the increase in cost based on the extent of the alterations required.
The Armor table shows the cost, weight, and other properties of the common types of armor and shields used in the worlds
with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered