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Returning 17 results for 'destinations space'.
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destination space
Spells
Player’s Handbook
appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guildhalls, and other important places have permanent teleportation
destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute
Teleportation Circle
Legacy
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Spells
Basic Rules (2014)
appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation
this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation
this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent
destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent
destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation
this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(see “Elder Runes”). A creature that passes through the gate appears in area 22 on level 7, in the closest unoccupied space next to the identical gate located there. Pneumatic Tubes The tubes connect to
other locations in Dweomercore. From left to right, the tubes are labeled with their respective destinations: “Headmaster’s Office” (area 15a), “Kitchen” (area 27a), and “Study Hall” (area 39).
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Merrenoloth The grim, gaunt captains of the ferries on the River Styx, merrenoloths have total command of their vessels, ensuring that their passengers reach their destinations safely. Sometimes
unoccupied space it can see.
Actions
Multiattack. The merrenoloth uses Fear Gaze once and makes one oar attack.
Oar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
behind the walls of the High City. Elmandar’s Star Charts is run by a retired elf adventurer who once served as the
spelljammer aboard a space galleon called the Eclipse (shown here as a model) The
) named Ux. The Edge One of the largest and busiest taverns in Bral is the Edge, an establishment that’s popular among space travelers visiting the Rock. A chatty, philosophical thri-kreen mystic (see Boo’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
pentagon, and an orange tiger-eye hexagon. A detect magic spell reveals an aura of conjuration on the space beyond each door and on each of the stones. The stones are coded markers indicating which
doors lead to specific portals. That coding is changed regularly, with the portals reassigned to different locations and the stones swapped around to help keep their destinations a secret. As such, a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
break your concentration on this spell. Fathomless Plunge 14th-level Fathomless feature You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up
) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others. Once you use this feature, you can’t use it again until you finish a short or long rest.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
vessel that can travel between worlds through space and hidden it somewhere in Undermountain (see level 19). If the characters refuse to assist Cephalossk, the mind flayer attacks them. PNEUMATIC
shy of 3 inches wide, with a screw-on copper lid. The tubes are labeled with their destinations.
Many of the level’s inhabitants use these tubes to send scrolls, assignments, and missives to one
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
portals the characters access will never lead to the headquarters. The current destinations of the portals are noted on the Portals table. You can choose encounters you favor, or roll on the table to
see where the characters end up, rerolling any locations already visited. For the first three destinations, roll a d6 to prevent the characters from reaching The Maverick. For subsequent destinations
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lead to the following destinations: North Archway. Any creature or object that enters this one-way portal is teleported to area T3, appearing at the southwest end of the corridor or the nearest
unoccupied space. Northeast Archway. This archway connects to area T11. The tunnel leading there is made of smooth, gray stone. East Archway. Any creature or object that enters this one-way portal is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
falls into a magical trance that lasts for 1 hour. While in the trance, the creature is unaware of its surroundings as it dreams of hurtling through space toward a faraway, dead star. At the end of the
them are swept away by the tornado. If less than half of them succeed on the saving throw, the tornado whisks the group to a location determined by rolling on the Tornado Destinations table. Each party
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
marble shot through with scarlet veins. The walls and floor are polished and dust-free, and a thick black carpet runs the length of the hall. Dim, ambient light illuminates the space.
The first hall
any other means. After all the doors have been opened at least once, their magic fades, allowing passage to the innermost chamber. The Vestibule Destinations table summarizes the vestibules and where
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, chain and all. Any creature in a trapped space must succeed on a DC 15 Dexterity saving throw or be struck by the falling anchor for 44 (8d10) bludgeoning damage. One minute after the trap triggers
sending property of the cave to arrange meetings with lesser giants and used the teleport property from time to time to send guests to far-flung destinations. If Serissa is on speaking terms with the