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Returning 35 results for 'direction interested are border'.
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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
unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied
Monsters
Fizban's Treasury of Dragons
. 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.
, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can’t be easily quantified—a song
Monsters
Mordenkainen Presents: Monsters of the Multiverse
isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a
kill.
Gazer (Familiar Variant);Variant: Gazer Familiar
Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power. Unless its master is
Monsters
Fizban's Treasury of Dragons
not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can’t be easily quantified—a song sung from the heart, a
things up, insisting that visitors come to the Border Ethereal for a meeting or sleeping in the middle of a heavily trafficked forest on the Material Plane.
Moonstone dragons navigate their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or
’t kill.
Variant: Gazer Familiar
Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power. Unless its master is strict, a gazer
Monsters
Fizban's Treasury of Dragons
, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more interested in the shiny baubles people carry than in anything they have to say.
3
I think of ships as
within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the dragon turtle’s choice. On a success, the creature is moved 10 feet
Etherealness
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You step into the border regions of the Ethereal Plane, in the area where it overlaps 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, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything
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
Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the
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
Etherealness Level 7 Conjuration (Bard, Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Up to 8 hours
You step into the border regions of the
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
Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
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
Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the border realm between the Elemental Planes of Earth and Water. This ooze is a thick, viscid brown effluvium with streaks of orange, green, yellow, and black. It smells like rotten eggs and sticks to
anything it touches. The ooze is never more than 5 feet deep in any given location and is difficult terrain. It moves slowly in the direction indicated by the wavy arrows on map 19 and also behaves
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ethereal Plane The Ethereal Plane is a misty, fogbound dimension. Its “shores,” called the Border Ethereal, overlap the Material Plane, the Feywild, the Shadowfell, and the Inner Planes, and every
location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal is usually limited to 60 feet. The plane’s depths comprise a region of swirling mist and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, rerolling duplicates. Mountain Encounters d8 Encounter 1 Border Patrol 2 Dragon Flight 3 Fire Giant 4 Gnome Vale 5 Hermit 6 Rockslide 7 Troll Cave 8 Wyvern Roost Border Patrol A group of human
routes of several border patrols, as well as the locations of a gnome vale, a hermit’s hut, and a troll cave (detailed in the encounters that follow). Berythrach also knows the approximate location of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Transition. The veil between planes is thinned near a moonstone dragon’s lair. 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.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, where the Lukos finish off any stragglers.
Pharagax Bridge. On the western border of Akros gapes a massive chasm rumored to descend all the way to the underworld and belch forth foul creatures. The
great stone bridge that spans it is the only way into Akros from this direction. Stratians consider it a high honor to be assigned to guard the bridge.
Titan’s Stairs. These stone “stairs
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
walks somberly in the direction of his pyramid. Amun Sa doesn’t speak to the characters any further—his curse allows him to share only the tale above. If the characters attempt to harm Amun Sa, he steps
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Outer Planes If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages
imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in those perceptible regions, appearances
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, the Outer Planes provide the direction, thought, and purpose for its construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer
exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. She confirms that the town has been experiencing break-ins and robberies lately, but no one has witnessed a potential culprit. The only clue is a set of tracks leading in the direction of Kelvin’s
interested in following the suspicious tracks, the Shorard sisters suggest they visit Frozenfar Expeditions and secure a dogsled before setting out on their adventure. If the characters do so, they discover
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
divine the region or topic the studious ally is interested in, giving the characters a direction when they want to seek the ally out. Vengeful Ally Look for the one with a grudge to bear; a common foe
remains with the characters as long as there are more secrets to learn; when the characters leave the region the ally is interested in, the ally amiably parts ways with them. A fortune teller might
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
insect eggs. Also tell them that two of the cultists keep looking in their direction but appear to be trying to hide their interest. That evening, after most of the travelers have bedded down, Gleamsilver
Dragon members. Gleamsilver is especially cagey about why she’s interested in all this. The gnome never mentions the Zhentarim. She never comes out and says she works for the Harpers, either. Gleamsilver
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.
As loyal and disciplined as hobgoblins are in their own legion
cooperate on the battlefield.
Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
property. In chapter 2, the characters explore their new home in Trollskull Alley and attract the attention of factions interested in recruiting them for special missions. Chapter 3 begins days or
lair are difficult for characters of lower than 5th level to overcome. You can gently steer characters in a different direction, drop hints that urge them to use extreme caution, or make deadly
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
insect eggs. Also tell them that two of the cultists keep looking in their direction but appear to be trying to hide their interest. That evening, after most of the travelers have bedded down
Dragon members. Gleamsilver is especially cagey about why she’s interested in all this. The gnome never mentions the Zhentarim. She never comes out and says she works for the Harpers, either. Gleamsilver
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
large market stretches for blocks in every direction. Tattered canvas and shrouds separate the numerous stalls. Feeble moonlight and flickering torches illuminate the city, regardless of the time of
Sangora. When she sees the characters, she spreads her cloak wide and shows sharp fangs in her smile. She says: “I am Sangora, proprietor of Sangora Sanguinaries. You’re not likely interested in a cup
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
D&D. The direction we chose for the current edition was to lay a foundation of rules that a DM could build on, and we embraced the DM’s role as the bridge between the things the rules address and the
. RAI. Some of you are especially interested in knowing the intent behind a rule. That’s where RAI comes in: “rules as intended.” This approach is all about what the designers meant when they wrote
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
direction we took for fifth edition was to lay a foundation of rules that a DM could build on, and we celebrate the DM as the bridge between the things the rules address and the things they don’t. In a
you are especially interested in knowing the intent behind a rule. That’s where RAI comes in: “rules as intended.” This approach is all about what the designers meant when they wrote something. In a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can approach the City of Spiders from literally any direction. However, all of these routes are known to the drow. The characters might have encountered a drow force on a previous attempt to reach
thorough search and a successful DC 20 Wisdom (Perception) check. Arrow slits on each floor allow the drow to cast spells and make ranged attacks in every direction while enjoying three-quarters cover
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Outer Planes If the Inner Planes are the raw matter and energy that make up the multiverse, the Outer Planes provide the direction, thought, and purpose for its construction. These are realms of
in Limbo. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the horse’s bridle reveals the horse’s name: Photina. Characters more interested in the rider find that he’s dead. In fact, he’s been dead for some time. The figure’s skin is gray, and his wounds weep
, read the following text: The sound of racing hooves rises like rolling thunder from the direction the fallen rider emerged. Two more riders round the bend, both wearing dark tunics. The fading light
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Familiar Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power. Unless its master is strict, a gazer familiar can be unruly, behaving
12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is a Tiny object that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
encounter, characters seeking a missing body must find their quarry among the other dead, whether for themselves, another faction, or an interested party in Sigil. During the characters’ search, the
Level Calder Moore A swirling pool of unruly apparitions stirs beneath the Spirit Sump Unlike cities on the worlds of the Material Plane, Sigil doesn’t border the Ethereal Plane, a hazy realm roamed
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
regions or nations that border the North, while others are prevalent in parts of the world far from the Sword Coast. Arkaiun Short in stature with tan skin and dark hair, the Arkaiuns dwell primarily in
direction of elders and chieftains. Shaaran Names: (Male) Awar, Cohis, Damota, Gewar, Hapah, Laskaw, Senesaw, Tokhis; (female) Anet, Bes, Idim, Lenet, Moqem, Neghet, Sihvet; (surnames) Cor Marak
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: Demilich’s Lair. The spire is the lair of the demilich Iriolarthas. The
dance, or even sample the canapes. All the illusory figments know nothing of Ythryn’s fate and are interested only in revelry and gossip. Characters who spend at least 5 minutes talking to the illusory






