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Returning 35 results for 'culture water rate'.
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Monsters
Bigby Presents: Glory of the Giants
a wave of water. Each creature within 10 feet of it must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction
embody their ancestors’ mixed elemental nature of Air and Water. After countless ages of isolation—often on one of the Elemental Planes or some hidden demiplane—they retain the barest
Monsters
The Book of Many Things
oppressively muggy realm known for the following regional effects:
Boiling Water. Bodies of water on Xulregg perpetually boil, and even bottled liquids steam when exposed to the layer’s
atmosphere. Being immersed in water there doesn’t confer resistance to fire damage, and a creature that starts its turn in water takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
environment, such as healing herbs and clean water, become degraded, and swamp gases take on a hint of the catoblepas’s foulness. Animals in the area are more aggressive and liable to be diseased
the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is
Monsters
Strixhaven: A Curriculum of Chaos
spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
1/day each: control water, gust of wind, wall of stoneGalazeth can take 3 legendary actions
teachings emphasize that magic’s beauty must contribute to unfolding culture and personal emotional growth. Galazeth views dynamic expression and precise perfection as necessarily competing forces, both within individuals and the world at large.Cold, FireLightning
Monsters
Storm King's Thunder
), water (drowning), or air (throwing the victims off a great height). Sacrifices ensure the Forgotten God’s benevolence.
The Forgotten God enabled the yakfolk to enslave dao for a time. It is
that image until the strangers can be disarmed and taken prisoner.
In their seemingly idyllic hideaways, the yakfolk rule with iron fists, and for all their learning and culture, they are enormously
Monsters
Storm King's Thunder
(immolation), earth (live burial), water (drowning), or air (throwing the victims off a great height). Sacrifices ensure the Forgotten God’s benevolence.
The Forgotten God enabled the yakfolk to
culture, they are enormously evil overlords. Yakfolk care for their hapless prisoners only to the extent that a live one is more useful than a dead one, and putting a prisoner to work is easier than
Magic Items
Princes of the Apocalypse
of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it
feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage.
Water Orb. When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
change in weather to persist.
Pure Waters. Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.
Realm of Respite. Curses
Monsters
Tomb of Annihilation
returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2
creator’s commands. The ice object or creature appears in an unoccupied space within 60 feet of Artus. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In
Monsters
Quests from the Infinite Staircase
ability (spell save DC 21):
At will: Detect Evil and Good, Detect Magic, Thaumaturgy
3/day each: Create Food and Water (the food is always tasty), Dispel Magic, Invisibility, Legend Lore (as an action
, ushering them safely to the nearest staircase. Such creatures descend at a rate of 60 feet per round and take no damage from falling. Aberrations, Fiends, Undead, and creatures that fall due to Nafas&rsquo
Backgrounds
Sword Coast Adventurer's Guide
only your tribe’s territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as
culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn’t contradict or compromise what being an
Backgrounds
Guildmasters’ Guide to Ravnica
food and fresh water in these areas for yourself and up to five other people each day.
Gruul Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Gruul
social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan culture of Ravnica.
Personality Traits
d8
Magic Items
Tomb of Annihilation
point the temperature in the area returns to normal at a rate of 10 degrees per minute.
You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of
space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the
Monsters
Fizban's Treasury of Dragons
their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk
over a century ago when an upwelling from the lake at the caldera’s center collapsed a portion of the vaults and flooded their halls with boiling water and noxious fumes. The stairwell leading
Monsters
Fizban's Treasury of Dragons
avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk of the world
halls with boiling water and noxious fumes. The stairwell leading up to the city was sealed to prevent the fumes from spilling into the streets above. Decades later, once the volcano’s activity
Water Walk
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell grants the ability to move across any liquid 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.
Equipment
10 feet, you descend into water at a rate of 100 feet per round, and you can walk across the ocean floor as if you weren't buoyant.
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki
-rin's celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:
Water flows pure within 3 miles of a ki
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
the world above.
Aquatic Crusaders
Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water
the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane.
The tritons, driven by a sense of duty and responsibility, would not allow their foes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Water Chamber Characters approaching this rough-walled cave hear the sound of pouring water. The water enters through cracks in the 10-foot-high ceiling. Given the rate at which the water flows in
, the characters can easily conclude that the cracks were caused by the tremor they experienced, and it’s only a matter of time before the water floods the entire complex. The water rises at a rate of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Water Chamber Characters approaching this rough-walled cave hear the sound of pouring water. The water enters through cracks in the 10-foot-high ceiling. Given the rate at which the water flows in
, the characters can easily conclude that the cracks were caused by the tremor they experienced, and it’s only a matter of time before the water floods the entire complex. The water rises at a rate of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Water Walk 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Water Walk 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Water Walk 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Water Walk 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
-powered gnomish contraption doesn’t travel at a normal rate, since the magic, engine, or wind doesn’t tire the way a creature does and the air doesn’t contain the types of obstructions found on land. When a
creature is traveling with a flying speed or with a speed granted by magic, an engine, or a natural force (such as wind or a water current), translate that speed into travel rates using the following
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
-powered gnomish contraption doesn’t travel at a normal rate, since the magic, engine, or wind doesn’t tire the way a creature does and the air doesn’t contain the types of obstructions found on land. When a
creature is traveling with a flying speed or with a speed granted by magic, an engine, or a natural force (such as wind or a water current), translate that speed into travel rates using the following
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
successful DC 17 Strength check. Once the plug is removed, the aquarium’s water level decreases at a rate of 1 foot per minute. It takes 15 minutes for all the water to drain from the car. The car’s
E3: Aquarium Car This car is filled with clear water that isn’t displaced when the door opens. The car’s interior space is a large aquarium, complete with a coral reef and algae-coated ruins. Tiny
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
successful DC 17 Strength check. Once the plug is removed, the aquarium’s water level decreases at a rate of 1 foot per minute. It takes 15 minutes for all the water to drain from the car. The car’s
E3: Aquarium Car This car is filled with clear water that isn’t displaced when the door opens. The car’s interior space is a large aquarium, complete with a coral reef and algae-coated ruins. Tiny
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. Alignment. Independent and self-reliant, genasi tend toward a neutral alignment. Size
among the worlds of D&D: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. Alignment. Independent and self-reliant, genasi tend toward a neutral alignment. Size
among the worlds of D&D: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces.
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
diplomacy. They care only for satisfying their insatiable desire for battle, to smash their foes and appease their gods.
Booming Birth Rate
In order to replenish the casualties of their endless warring
stand against the wave.
Orc Culture and Beliefs
Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Strangers to the Surface Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can’t easily move up and down out of water, and the changing
of the seasons mystifies them. Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Strangers to the Surface Given their isolation, most tritons have never been to the surface world. They struggle with the idea that they can’t easily move up and down out of water, and the changing
of the seasons mystifies them. Tritons also find the variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
tunnels and chambers are filling with water flowing in from area 6. The water rises at a rate of 1 foot per hour, meaning most of the tunnels and chambers will be completely flooded within 10 hours. Areas
The Oozing Temple A tremor causes a cave-in and traps the adventurers in a maze of tunnels with no obvious way out. With a dwindling air supply and water rising in the tunnels, the characters are