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Spells
Player’s Handbook
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range
, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If
Monsters
Icewind Dale: Rime of the Frostmaiden
into a beast form—fox, mountain goat, owl, or wolf—or back into its humanoid form. Any equipment it is wearing or carrying is absorbed or borne by the beast form (the druid’s choice
natural enemies of civilization in the North. They seek to preserve the arctic wilderness by destroying outsiders who cross their path. Each patrols its territory in the guise of an arctic fox, a mountain
Monsters
Spelljammer: Adventures in Space
. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow or vampirate (captain’s choice) under the DM’s control.
Heavy Crossbow. Ranged
ships, plundering unsuspecting vessels and feeding on the life energy of those unlucky enough to cross their path.
A vampirate appears as a gaunt figure with milky-white eyes and skin as dry as
Monsters
Planescape: Adventures in the Multiverse
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 15
any who cross that planar boundary. If an invader enters the archon’s plane, the warden strikes with claw and tooth, using its powerful bite to magically mark the intruder, which the archon
Monsters
Fizban's Treasury of Dragons
;some say by choice. But others claim that she is imprisoned there to punish her for the evils she perpetrated when the gods sought to colonize the First World with their followers.
Mortals who hunger
different mannerisms, but they are all Tiamat. Once unleashed, the aspect of Tiamat rampages across the world, acquiring any treasure she can find and destroying any creature that dares to cross her
Tenser's Floating Disk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range
, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.If you
Floating Disk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range
, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more
Backgrounds
Mythic Odysseys of Theros
respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.
Skill Proficiencies: Acrobatics, Athletics
Tool Proficiencies
: Vehicles (land)
Languages: One of your choice
Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler’s clothes, and a pouch containing 10 gp
Favored Event
Backgrounds
Sword Coast Adventurer's Guide
;
Skill Proficiencies: Insight, PerceptionTool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homelandLanguages: Any one of your
been to Faerûn. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland.
Most
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
demands that the characters pay the toll to cross: either one character’s Intelligence score permanently decreases by 1, or two characters each have another ability score of their choice permanently
C2. Enhanced Sphinx Sitting regally on the metallic dock, this Enhanced Sphinx protects the approach to the monastery. It intervenes in any attempt to fly or otherwise cross to the floating island
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up
away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold
feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration
than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, targeting you. 2 A stream or ravine blocks your path. Make a DC 10 Strength or Dexterity saving throw (your choice) to cross the impediment. On a failed save, the impediment counts as 10 feet of
failed save, the obstacle counts as 10 feet of Difficult Terrain for you. 2 A crowd blocks your way. Make a DC 10 Strength, Dexterity, or Charisma saving throw (your choice) to navigate through the crowd
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. Malleable Illusions
do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain. 5 Make a DC 10 Constitution saving throw. On a failed save, you are blinded by
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frost Druid Frost druids are solitary defenders of nature and the natural enemies of civilization in the North. They seek to preserve the arctic wilderness by destroying outsiders who cross their
(the druid’s choice). It reverts to its humanoid form when it dies. The druid’s statistics are the same in each form, except where noted in this stat block.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
archon is tasked to guard, and it moves swiftly to interrogate any who cross that planar boundary. If an invader enters the archon’s plane, the warden strikes with claw and tooth, using its powerful
XP) Proficiency Bonus +3
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
samurai cross the road? … Now you say “Why?” … Okay, here’s the joke part: I kensei. Get it? What? Why aren’t you laughing? The joke is solid gold, and my delivery was perfect. Maybe you didn’t get it
weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
choice. But others claim that she is imprisoned there to punish her for the evils she perpetrated when the gods sought to colonize the First World with their followers. Mortals who hunger for power and
they are all Tiamat. Once unleashed, the aspect of Tiamat rampages across the world, acquiring any treasure she can find and destroying any creature that dares to cross her path. Aspect of Tiamat
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland. Most of those who emigrate from Evermeet are either exiles, forced out for
the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Modes of Travel The adventurers might find different ways to cross the Darklake, depending on how long they traverse it and who or what they encounter along the way. Since there is no wind in the
passengers or cargo, and has AC 11, hp 20, and damage threshold 0. Swimming Swimming in the Darklake is a poor choice given the number of dangerous creatures inhabiting it. Check for a creature
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the way of their work, but prey upon any waking souls who cross their paths. Any whom the Mists carry to I’Cath or who wake from Tsien Chiang’s dream find themselves in a gray, haunted, ever
-changing city where food is scarce and jiangshi hunt the living. With twilight comes a terrible choice: endure the uncertain terrors of the waking world or succumb to endless servitude in sleep. I’CATHAN
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
messenger, Fifel Amberhoof, to lead you to the shores of Loch Wynnis, so that you may cross into the Feywild with great haste. The winter solstice is nearly upon us, and I fear evil forces are as well
wondrous power (serpentine owl) Gauntlets of ogre power or quiver of Ehlonna (characters’ choice) These magic items are on display in Paliset Hall’s art gallery (area P6). If the characters accept the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
its own realm.” Bond. “We serve Janya by defining the future instead of dwelling on the past.” Flaw. “Cross me and you’ll regret it more than you can imagine.” Caught in the Middle Both Zisatta and
, insulted. While the insulted politician won’t oppose the characters’ mission, they take the characters’ choice as indicative of all surface dwellers’ stances, which might fray the relationship between the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
such declaration before leaving the oracle chamber, the bas-reliefs disappear and reappear when one or more characters return. After making their choice, characters in the oracle chamber gain the
with chapter 5, “Den of the Hill Giants.” Thane Kayalithica
“Travel southeast, o’er lands high and low. Cross the great forest to the gray peaks, and search for Deadstone Cleft, canyon of the stone
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, “Floating Bridge”), each of which is kept active by default. Each brain speaks Common and another language of your choice, and is able to communicate from within its canister. Some identify themselves
to deactivate the disks if anyone other than the Grand Master attempts to cross them. They also reveal the existence of the antimagic field surrounding the treasury (see area M10 for more information
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters toward area G6 if he believes them to be cultists and also reminds them of the pass phrase to cross the stone bridge (area G9) safely: “We walk in the shadow of Ogrémoch!” If the characters refuse
they open their eyes and move. To cross the bridge without rousing the galeb duhrs, someone among the passersby must speak the cult’s pass phrase: “We walk in the shadow of Ogrémoch!” Otherwise, the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
outside the encounter area, the choice of location is up to you. Portals d6 or d8 Portal
1 Far Realm horror
2 Guarded warehouse
3 Raging storm
4 Amid the rigging
5
.
Out of sight of the ship’s crew, the characters face no immediate threats but are nonetheless in a difficult predicament. The most obvious resolution is to try to cross the rigging in stages — first
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
ways to cross the gap. See the sidebar called “Clever Solutions” for advice to help you determine whether these solutions work. The rhythm of the waves below echoes throughout this cramped tower. Part
over to the other column, and climb back up to the study.
Have a character use the misty step spell to cross the gap and explore alone. Remember, there’s more than one way to proceed through an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, but tunnels also connect its realm to Xen’drik. Adventurers can potentially cross great distances quickly by passing through a daelkyr’s domain. Unfathomable Evil. The daelkyr are utterly alien, and
) slashing damage.
Eye Ray. Belashyrra shoots one of the following magical eye rays of its choice, targeting one creature it can see within 120 feet of it:
Psyche-Reconstruction Ray. The target must
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
each minute or take 3d6 necrotic damage. A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later. A necrotic tempest lasts for 1d4 hours and leaves
telepathically with other creatures within 120 feet of it and can speak Common and Undercommon fluently (or two other languages of the DM’s choice). The colony’s offspring gain these abilities innately and can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the forest. Rather than check for random encounters as normal, once per day have each character make their choice of a Wisdom (Perception) or Intelligence (Nature) check. If any character’s check
blights 20 2d4 needle blights Hool Marshes The treacherous Hool Marshes are notorious for pools of water that seem easy to cross but hide deep wells and layers of mud. The area is full of tall, sickly
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
wear masks that resemble the leering faces of devils. As befits their role in society, they receive proper deference from all other hobgoblins that cross their path. Academy of Devastation Hobgoblins
a place to set down roots, its first choice is an out-of-the-way area that has adequate resources or can be improved to suit the hobgoblins’ needs. Land for farming or grazing is desirable, as is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
be nearby or many miles away (your choice). For more information about frost druids, see appendix C. The awakened beast that the characters encounter is smart enough to stay out of harm’s way. If the
valley that extends from the base of Kelvin’s Cairn. The characters cross paths with a group of 1d6 + 2 shield dwarf prospectors or fishers wearing cold weather clothing, goggles, and snowshoes. The






