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                        Returning 33 results for 'direction interact are both'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs 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 arenât on the Ethereal Plane canât perceive or interact with you
                                                
                                            
                                        
                                                     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 isnât 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 isnât 0.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Plane canât 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.
                                                
                                            
                                        
                                                    Etherealness
                                                    
    
        Legacy
    
    
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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
                                                
                                            
                                        
                                                     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 arenât on the Ethereal Plane canât 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
                                                
                                            
                                                
                                                     donât recognize these names yet, thatâs good! Once they learn in the game where theyâre headed, theyâll realize theyâve heard of the location and can head in the right direction at will. The reverse side
                                                
                                            
                                        
                                                     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 arenât on the Ethereal Plane canât perceive you and canât interact with you, unless a special ability or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs 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 arenât on the Ethereal Plane canât perceive or interact with you unless a feature gives them the ability to do so. When the spell
                                                
                                            
                                        
                                                     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 arenât on the Ethereal Plane canât perceive you and canât interact with you, unless a special ability or
                                                
                                            
                                        
                                                     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->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     waves in your direction as if telling you to remain where you are. âWhat a deal! Patience is a virtue! Canât keep the boss waiting!â 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 Maggieâs gang and maybe earn some good will with them as mentioned under their individual descriptions below.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     adversaries areâhow far away and in what direction. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatantsâ turns. Take Turns. Each participant in the
                                                
                                            
                                                
                                                     can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe. If you want to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     adversaries areâhow far away and in what direction. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatantsâ turns. Take Turns. Each participant in the
                                                
                                            
                                                
                                                     can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe. If you want to
                                                
                                            
                                        
                                                     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 townâs 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->Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                     gain his trust. Characters who break into his house have disadvantage on all Charisma checks made to interact with Marciano. Once the characters gain Marcianoâs trust, he shares the following
                                                
                                            
                                                
                                                    . Marciano sent word to Leilon for help after the first attack, but more raids followed. There was one attack each day at a different time from a different direction. With every attack the shark people
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     features) until the characters are able to detect and interact with them. Slopes and Staircases. An arrow on a slope or staircase always points in the ascending direction. Landmarks Not to Scale The poster
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     horizon.
 The headstones continue in every direction no matter how far a character travels. Each headstone is inscribed with the name of a different individual who died within Strahdâs domain (the
                                                
                                            
                                                
                                                     Thorn. They are inconsolable; any attempt to interact with the children reveals their illusory nature. Every minute, the water covering the floor of the 10-foot-high bedroom rises an additional 1 foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     field in either direction thereafter. The spire, the interior of which is shown in map 7.3, has the following recurring features: Demilichâs Lair. The spire is the lair of the demilich Iriolarthas. The
                                                
                                            
                                                
                                                     warmth are illusions with which the characters can interact (see âJoining the Ballâ below). The scene can be ended with a successful dispel magic spell (DC 19). If the illusory ball is dispelled, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     stages, and the inner circle remains divided on how the Cult of the Dragon should interact with the faithful of Tiamat. The Inner Circle 
 Severin
 These four Wearers of Purple are the keepers of
                                                
                                            
                                                
                                                     to his inner council. Dissent in the Ranks Under Severinâs leadership, most cultists are devoted to Tiamatâbut not all. Some of the old guard dislike the cultâs new direction, and long for the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . Otherwise, the aarakocra might be helpful. Aarakocra War Band. A war band consists of 1d6 + 3 aarakocra and an air elemental. They interact like the scouts, above. Air Cult Scouts. A group of scouts
                                                
                                            
                                                
                                                     willing to offer passage to adventurers heading in the same direction. Knights of Samular. This armed patrol consists of 1d4 veterans and 1d4 guards. They hail from Summit Hall and offer a hearty âWell met
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     stages, and the inner circle remains divided on how the Cult of the Dragon should interact with the faithful of Tiamat. The Inner Circle These four Wearers of Purple are the keepers of the dragon masks
                                                
                                            
                                                
                                                     council. Dissent in the Ranks Under Severinâs leadership, most cultists are devoted to Tiamatâbut not all. Some of the old guard dislike the cultâs new direction, and long for the established
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     stages, and the inner circle remains divided on how the Cult of the Dragon should interact with the faithful of Tiamat. The Inner Circle 
 Severin
 These four Wearers of Purple are the keepers of
                                                
                                            
                                                
                                                     to his inner council. Dissent in the Ranks Under Severinâs leadership, most cultists are devoted to Tiamatâbut not all. Some of the old guard dislike the cultâs new direction, and long for the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     with Paolo and his group, a character who succeeds on a DC 14 Wisdom (Perception or Survival) check notices booted tracks headed in the direction opposite themâthe wrong way around the massive tree
                                                
                                            
                                                
                                                     veterans; see âThe Dragon Huntersâ earlier in this adventure) arrive 3 rounds later. If the characters took an indirect path but didnât interact with the dragon hunters, the dragon hunters are already
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     provides advantage to any charactersâ ability checks made to interact with the monasteryâs Grand Master. Secret Agendas. Steal the highest-valued object from the party without getting caught; convince
                                                
                                            
                                                
                                                     the modron as âDoohickeyâ, âContraptionâ, âThingamabobâ, and so on.  Value to the Party. Gearboxâs unique programming allows the modron to function as an orb of direction and an orb of time (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Random Encounters in Hither Use random encounters to bring the swamp to life or to present the characters with more opportunities to interact with the setting. You can also use random encounters to
                                                
                                            
                                                
                                                    . They know in which direction Downfall is located and share that information freely. If the characters attack the stilt walkers, the hobgoblins flee. Stream of Visions When the water level of the swamp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , but they have no influence over the storm giants. Any who try extending their reach in that direction are guaranteed to come to grief. But as long as the world leaves the storm giants alone, the
                                                
                                            
                                                
                                                     prophecy or are hinted at by an omen. When storm giants do interact with non-giants, those on the receiving end of their attention might question the notion that storm giants are âgoodâ creatures. They
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     saving throw, or the eye emits a ray that moves the character up to 30 feet in any directionâtypically into pits, the path of the marching modrons, or other threats. The character has the restrained
                                                
                                            
                                                
                                                     and the paralyzed condition. X01 can be interacted with only if it is separated from its septon bearers and moved away from the marching modrons. If the characters move X01 away and attempt to repair or otherwise interact with it, see the following section.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     have decor matching a particular theme. Improvements can also be of a fantastic or magical nature, such as flickering magical torches or portraits that watch and interact with observers. The DM has
                                                
                                            
                                                
                                                     feet in a random direction, then ends its movement for the round. Franchise Choice Features At ranks 3 and 4, a franchise can outfit its headquarters with any one feature from among the lower-tier
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    , preventing any combatant from escaping in that direction. The walls of the arena rise 30 feet from the floor to the lower edge of the gallery, which is supported by pillars at each corner. A clear quartz
                                                
                                            
                                                
                                                     donât attempt to interact with the sahuagin. Otherwise, use the sahuaginâs passive Perception as normal to see if activity attracts their attention. If characters are spotted in the gallery, assume
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     music here a few days ago. The music and shifting shadows fade after a few more hours. The characters canât physically interact with the shadows, but a silence spell or similar effect causes the shadows
                                                
                                            
                                                
                                                    : Prospective Lair This irregularly shaped chamber is very large. Two sets of huge double doors lead in the same direction, but the doors lack handles or hinges. A scaly sphere with an enormous center eye
                                                
                                            
                                        






