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Returning 35 results for 'cylinder reserves gaining to have require'.
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Monsters
Eberron: Rising from the Last War
radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each
creature in the cylinder when it appears or that ends its turn there must make a DC 17 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Radiant Strike
Monsters
Spelljammer: Adventures in Space
two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize
surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings.
Leap. The thri-kreen leaps up to 20 feet in any direction, provided its speed isn’t 0.
Monsters
Spelljammer: Adventures in Space
features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to
texture of its surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings.
Monsters
Quests from the Infinite Staircase
"} lightning or thunder damage (Nafas’s choice).
Create Vortex. A 10-foot-radius, 60-foot-tall cylinder of swirling cosmic dust forms on a point Nafas can see within 120 feet of him. The vortex
typically reserves the Wish spell for creatures he deems worthy of its gifts, he isn’t above leveraging that power against formidable threats, rewriting reality to forcibly tilt the scales in his
Monsters
Van Richten’s Guide to Ravenloft
Legendary Resistance (4/Day). If the emissary fails a saving throw, it can choose to succeed instead.
Unusual Nature. The emissary doesn’t require air, food, drink, or sleep.Multiattack. The
feet of that creature. The gibbering mouther;gibbering mouthers act right after the emissary on the same initiative count, gaining a +7 bonus to their attack and damage rolls, and fighting until they are
Orcus
Legacy
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Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
.
A Taste of Undeath. Orcus casts chill touch (17th level).
Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
Tail or Necrotic Bolt attack.
Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and
Climbing Swimming Crawling
Legacy
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Rules
or a swimming speed and use it to swim. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
over a longer period of time and helps to manage the characters’ level progression, preventing them from gaining too much power too quickly. Allowing characters to pursue side interests between
. They might be inclined to undertake projects that require more time between adventures, such as building and maintaining a stronghold. As the party gains levels, you can add more downtime between
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
character becomes afflicted with the yugoloth’s curse. Malaxxix can spy upon any creature so afflicted and can teleport to a cursed creature at will. Malaxxix typically reserves this attention for creatures
is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than Malaxxix in that area must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 35
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
causes the faerie dragon to become visible — after which it can move, cast a spell that doesn’t require concentration (such as color spray or hallucinatory terrain), and use its bonus action to turn
invisible again. Otto is careful about casting spells that require concentration, because it can’t concentrate on the spell and stay invisible at the same time. It normally casts mirror image before
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, hedonistic folly, and fanatical doom. Immortal Nature. A radiant idol doesn’t require food, drink, or sleep. Radiant Idol
Large celestial, lawful evil
Armor Class 18 (natural armor)
Hit Points
) bludgeoning damage plus 18 (4d8) radiant damage.
Radiant Strike (1/Day). The radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of
Speed
Legacy
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Rules
slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of the stairs, read: Crumbling balconies overlook a pool of lava filling this triangular chamber, above which is suspended an enormous crystal cylinder held in place by three adamantine struts
. Wraithlike forms swirl inside the cylinder, and otherworldly screams hang in the air. Four long, writhing tentacles sprout from the cylinder’s cap. A shriveled monstrosity the size of an elephant floats near
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
expended. Variant: Training to Gain Levels As a variant rule, you can require characters to spend time between adventures training or studying before they gain the benefits of a new level. This
new level, a character must train for a number of days before gaining any class features associated with the new level. You can decide whether the character can train independently or requires a trainer
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. Jumping Your Strength determines how far you can jump. Long Jump. When you make a long
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
(Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. Jumping Your Strength determines how far you can jump. Long Jump. When you make a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pentagram and the space above it (a cylinder 20 feet high and 40 feet in diameter) are contained within a permanent antimagic field (see the antimagic field spell description in the Player’s Handbook for
to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
language, these cute, mushroom-like creatures urge the characters to join in their reverie. Any character who does so can make a DC 12 Charisma (Performance) check, gaining the benefit of a true seeing
Thither, however, might require fulfilling a different set of conditions. For example, the fey crossing on the Material Plane side might operate only at twilight or on nights of the full moon, and it
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
square, it affects that square. That rule works, but it can require a fair amount of on-the-spot adjudication. This section offers two alternatives for determining the exact location of an area: the
becomes square in it, whether the area is a sphere, cylinder, or radius. For instance, the 10-foot radius of flame strike, which has a diameter of 20 feet, is expressed as a square that is 20 feet on
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the wand’s
can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area are vulnerable to necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more
ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area are vulnerable to necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
lesser emissary’s initiative count.
Legendary Resistance (3/Day). If the emissary fails a saving throw, it can choose to succeed instead.
Unusual Nature. The emissary doesn’t require air, food
instead.
Unusual Nature. The emissary doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The emissary makes three attacks.
Lashing Maw. Melee Weapon Attack: +14 to hit, reach 15
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
their shimmering dome (see area F9), but they require the star to open it. If the characters agree to their terms, the kagu-svirfneblin escort them to area F9 so the exchange can take place. Fighting
powered by steam from a large cylinder at the east end of the workshop, which is fed by a natural geyser. The kagu-svirfneblin built these machines according to their own designs, and only they know how to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
don’t require slots and therefore don’t require spell points. Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You
. Clerics choose a divine domain, fighters choose a martial archetype, wizards choose an arcane tradition, and so forth. Creating a new option doesn’t require you to remove anything from the class, but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
particular spell required. You can decide that certain items also require special materials or locations to be created. For example, a character might need alchemist’s supplies to brew a particular
potion, or the formula for a flame tongue might require that the weapon be forged with lava. Crafting Magic Items Item Rarity Creation Cost Minimum Level Common 100 gp 3rd Uncommon 500 gp 3rd Rare
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
threat. Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater
the eyes of his master. Titivilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
require a community of elves or another source of positive energy to sustain them. Failing this, their light fades and they eventually die. The Undying Court. The honored undead of Aerenal are united
undying doesn’t require air, food, drink, or sleep. Undying Councilor Undying councilors guide and protect the people of Aerenal. They are the most powerful members of the Undying Court who still
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the following spells (spell save DC 18), some of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3 charges daily at dawn:
At will: animate dead (as an action
Necrotic Bolt attack.
Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat. Since gaining his position, Titivilus has convinced
. Titivilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require. I actually admire Titivilus. If he
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
regain all your expended points. Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. Flurry of Blows
around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can’t use this property again until you finish a Short or Long Rest
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
order to free up the post for one of her rivals within the city. It is conflicts and schemes such as this that keep Yartar from gaining prominence in the North. If the town can overcome its internal
settlements of the northeast — Yartar might soon grow in size, wealth, and influence. Physical growth would require clearing terrain for further settlement and building another encircling wall to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
require combating a rival organization’s disinformation attempts one day, then besting a castle’s defenses the next. The day after that, some poor sap named Bob might need to be disposed of. And no matter
lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can’t be used
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
their lost things will require the characters to explore the Feywild regions of Hither, Thither, and Yon (described in chapters 2, 3 and 4) and contend with the hags of the Hourglass Coven. The
remove curse spell is not powerful enough to end this effect on a character, but a wish spell can. This might not seem like much of a drawback, as characters can cope just fine without ever gaining
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faulty well is a 10-foot-high gelatinous cylinder (use the gelatinous cube stat block) that’s blocking the normal flow of water. The creature’s presence has also contaminated the water above it
, ascertain that something akin to a gelatinous cube has lodged itself in the well. The gelatinous cylinder lurks 10 feet down inside the well and is invisible in the water. It attacks any creature and