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Returning 35 results for 'direction interact are based'.
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Spells
Player’s Handbook
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you
Spells
Player’s Handbook
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely
Monsters
Spelljammer: Adventures in Space
communication difficult to interpret and impossible to duplicate. To interact with creatures of other sapient species, thri-kreen rely on a form of telepathy.
Thri-kreen often use weapons of their own design
of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal.
A generic thri-kreen stat block appears in the Monster Manual. This section provides a few more options.Leap. The thri-kreen leaps up to 20 feet in any direction, provided its speed isn’t 0.
Monsters
Spelljammer: Adventures in Space
thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with creatures of other sapient species
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
The Book of Many Things
, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the minotaur lacks the room to become Large
direction to the target if it is on the same plane of existence. The link ends if the minotaur has the incapacitated condition or uses this ability on a different target.
Monsters
Fizban's Treasury of Dragons
Plane can’t find a way back home to the Feywild.
Connected Creatures
In the Feywild, moonstone dragons interact mostly with pixie;pixies, sprite;sprites, and other Fey creatures who
. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.
If the dragon dies, any portals near the lair close immediately.
Monsters
Fizban's Treasury of Dragons
find a way back home to the Feywild.
Connected Creatures
In the Feywild, moonstone dragons interact mostly with pixie;pixies, sprite;sprites, and other Fey creatures who revere and serve the
within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.
If the dragon dies, any portals near the lair close immediately.
Control Weather
Legacy
This doesn't reflect the latest rules and lore.
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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
Etherealness
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything
Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live
-Elf Variants
Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:
Control Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
sky gradually brightens, darkening to night 12 hours later. In the absence of clearly visible celestial bodies, travelers orient themselves based on the direction of the Spire, known as spireward. The opposite of spireward is brinkward.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
statistics, if an NPC, or it might be based on the franchise’s rank. See the “Franchise Advancement” section.) Alternatively, the staff member can use the check modifier of a character overseeing the
task and giving the staff member direction. This can encourage the characters to develop closer relationships with franchise staff through roleplaying, and keeps the players involved in staff-focused franchise tasks.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of
only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so. When the spell
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rendered. You can omit details that are not readily visible (such as secret doors and other hidden features) until the characters are able to detect and interact with them. Slopes and Staircases. On all
interior maps, an arrow on a slope or staircase always points in the ascending direction. Poster Map The double-sided poster map is meant to be shared with the players. One side of the poster map shows
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
rendered. You can omit details that are not readily visible (such as secret doors and other hidden features) until the characters are able to detect and interact with them. Poster Map The double-sided poster
don’t recognize these names yet, that’s good! Once they learn in the game where they’re headed, they’ll realize they’ve heard of the location and can head in the right direction at will. The reverse side
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Ghosts of Saltmarsh The adventures in this book are meant to interact with Saltmarsh. They were designed as stand-alone adventures but can be adapted to reflect the ambitions of the town’s factions
. If you want to make Saltmarsh and the machinations of the Scarlet Brotherhood the center of a campaign, use the following information to help you determine the direction of your story. Sinister Secret
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down
Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
-tiered caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to the tribe’s survival. Families that belong to the
;t understand the goblins’ social system are sometimes surprised by how different castes interact with them. A single human warrior might frighten away a dozen gatherers, only to be shocked when
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down
Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of
only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so. When the spell
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
exhaustion. 5 Temporary. The portal allows only 1d6 + 6 travelers to pass through in either direction, then vanishes. 6 Tumbling Lock. Every time the portal is opened, it requires a different portal key
. CoupleOfKooks “WARNING: Based on publicly available municipal data, the portal in front of which you are standing leads to a vertical drop of approximately –calibrating... calibrating...– two hundred feet. Proceed with caution.”
–A mimir to a planar traveler
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Modifying Encounter Difficulty An encounter can be made easier or harder based on the choice of location and the situation. Increase the difficulty of the encounter by one step (from easy to medium
pushes the encounter one step in the appropriate direction. If the characters have both a benefit and a drawback, the two cancel each other out. Situational drawbacks include the following: The whole
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
DM decides whether an action or a plan succeeds or fails based on how well the players make their case, how thorough or creative they are, or other factors. For example, the players might describe how
character’s special abilities. A downside is that no DM is completely neutral. A DM might come to favor certain players or approaches, or even work against good ideas if they send the game in a direction
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->Dungeon Master’s Guide (2014)
Mysteries A mystery is a form of event-based adventure that usually focuses on the adventurers’ efforts to solve a crime, usually a robbery or murder. Unlike the writer of a mystery novel, a Dungeon
creating any event-based adventure. Then consider three additional elements for the adventure: the victim, the suspects, and the clues. Victim Think about the victim’s relationship to the villain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the features of a settlement that you know you’ll need, along with notes on general features. Then allow the place to grow organically as the adventurers interact with more and more of it, keeping
vagabonds. Priests can provide spellcasting as well as information. Make note of merchants who might regularly interact with the adventurers and perhaps compete with one another for the party’s business
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->Dungeon Master’s Guide (2014)
. The whole plane is a nightmarish riot. Limbo has no gravity, so creatures visiting the plane float in place. A creature can move up to its walking speed in any direction by merely thinking of the
desired direction of travel. Limbo conforms to the will of the creatures inhabiting it. Very disciplined and powerful minds can create whole islands of their own invention within the plane, sometimes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Event-Based Adventures In an event-based adventure, the focus is on what the characters and villains do and what happens as a result. The question of where those things happen is of secondary
importance. Building an event-based adventure is more work than building a location-based one, but the process can be simplified by following a number of straightforward steps. Several steps include tables
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
bludgeoning damage based on the size of the struck object, as shown in the Crash Damage table. If the ship runs into something that doesn’t have hit points (such as a planet or a moon), apply the damage
the chapter). If the suppression of a ship’s gravity plane would cause the creatures on or inside that ship to fall, they fall in whatever direction is appropriate for the sudden change in gravity. To
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic
sometimes advance in more than one class. A rogue might switch direction in life and swear the oath of a paladin. A barbarian might discover latent magical ability and dabble in the sorcerer class while
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Intrigue Intrigue adventures are event-based adventures that revolve around power struggles. Intrigues are common in the courts of the nobility, but power struggles can play out just as easily in
the event-based goals discussed earlier in this section lend themselves to intrigue adventures. For example, if the adventurers must uncover a conspiracy, negotiate a peace treaty, or secure aid from
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
waves in your direction as if telling you to remain where you are. “What a deal! Patience is a virtue! Can’t keep the boss waiting!” He runs off into one of the trash structures.
Moments later he
, Mad Maggie tells the characters she needs to gather supplies for the ritual of memory unlocking. This gives the characters a chance to interact with the other members of Mad Maggie’s gang and maybe earn some good will with them as mentioned under their individual descriptions below.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body
direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it






