Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'current wind retain'.
Other Suggestions:
current wind remains
current wind regains
current wind return
current wind regain
current wind remain
Spells
Player’s Handbook
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current
weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can
Spells
Player’s Handbook
(such as the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind
Monsters
Bigby Presents: Glory of the Giants
, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust.
Dust hulks retain their ancestors’ passion for artistry, but instead of carving stone, they view
their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels like living sandstorms, they create mesmerizing dances with their ever-shifting forms.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed
attacks, or it uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Lightning Sword"} to hit, reach 15 ft., one target. Hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the world
long.
Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family.
Monsters
The Wild Beyond the Witchlight
":"Confusing Burble"} to determine what it does during its current turn:
1–2. The creature does nothing.
3. The creature does nothing except use all its movement to move in a random direction.
4. The
jabberwocks are difficult to come by, because the rare survivors of an encounter with one retain only a confused impression of its parts and not a sense of the whole. Pieced-together accounts
Centaur
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Guildmasters’ Guide to Ravnica
In the sprawling city of Ravnica, where “open road” seems like a contradiction and “open plain” is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the
freedom to travel. As much as they can, centaurs run — in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them
Monsters
Adventure Atlas: The Mortuary
be dispersed by wind. It does not move with him.
Each creature that enters the fog for the first time on a turn or starts its turn there must make a DC 19 Constitution saving throw, taking 28 (8d6
being hit by an attack, Skall teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.Skall is the current factol of the Heralds of Dust and the
Monsters
Quests from the Infinite Staircase
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
:
Downdraft. Nafas targets one creature he can see within 120 feet of himself. A downward current of air surrounds the target, reducing its flying speed (if any) to 0 feet until the end of its next turn
Control Weather
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes
weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in
hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing
Storm Giant Quintessent
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
be dispersed by wind.
The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must
Amphibious. The giant can breathe air and water.Multiattack. The giant makes two Lightning Sword attacks or uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Temperature Stage Condition 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather
conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather
conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather
conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Temperature Stage Condition 1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather
conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Temperature Stage Condition
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Temperature Stage Condition
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Currents Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They’re usually found within 50 miles of shore and at
1d4 - 1 miles per hour that changes daily. Currents and Travel When a vessel or creature travels in the same direction as a current, that current’s speed is added to the vessel or creature’s travel
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
— yuan-ti make perfect courtiers. And, worse for the rest of us, rulers.
— Elminster
The physical and magical prowess of the yuan-ti empire allowed the former humans to retain their
the blood, as it once did.
Because their population is so small, the yuan-ti are aware they are vulnerable in open warfare. Instead, their current plans assume they will never rule outwardly in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Currents Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They’re usually found within 50 miles of shore and at
1d4 - 1 miles per hour that changes daily. Currents and Travel When a vessel or creature travels in the same direction as a current, that current’s speed is added to the vessel or creature’s travel
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
passages that mimic the anguished wails of drow who failed her divine test. 8a. Webs in the Wind The winds are loudest here, stirring the thick webs that fill this cave and evoking ghostly shapes. 8b. Mad
the sluggish River Sargauth and is filled with web curtains that undulate in the howling wind. Behind these curtains, carved into the west wall, is an old pirate rhyme: If Skullport’s where ye wish
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
passages that mimic the anguished wails of drow who failed her divine test. 8a. Webs in the Wind The winds are loudest here, stirring the thick webs that fill this cave and evoking ghostly shapes. 8b. Mad
the sluggish River Sargauth and is filled with web curtains that undulate in the howling wind. Behind these curtains, carved into the west wall, is an old pirate rhyme: If Skullport’s where ye wish