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Returning 35 results for 'dirt move above'.
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Monsters
Monster Manual
outside the Elemental Plane of Earth, its body dissolves into dirt, and it gains a new body in 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Elemental Restoration"} days, reviving with all
of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Evil and Good, Detect Magic, Stone Shape 1/Day Each: Gaseous Form, Invisibility, Move Earth, Passwall, Plane Shift, Tongues, Wall of Stone
Magic Items
Dungeon Master’s Guide
composed of rubble, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter
a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn
Spells
Elemental Evil Player's Companion
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you
can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to
Monsters
Quests from the Infinite Staircase
advantage on its initiative roll. Moreover, if a creature hasn’t observed the horrid plant move or act, that creature must succeed on a DC 18 Intelligence (Nature) check to discern that the horrid
and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons— wide, razor-sharp outer leaves—in the loose dirt around itself to catch
Monsters
Candlekeep Mysteries
dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Incorporeal Movement. Miirym can move through other creatures and objects as if they were difficult terrain. She takes 5
that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker
Spells
Elemental Evil Player's Companion
creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small
Magic Items
Basic Rules (2014)
17.
You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were
acid damage.
You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
You
Ring of Elemental Command
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and
understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:
You have resistance to acid damage.
You can move through
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Mold Earth Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose a portion of dirt or stone that you can see within range
and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
O4. Domed Attic You’ve reached the windmill’s peak — a domed chamber filled with old machinery. There’s not much room to move around. Light slips into this attic through small holes in the walls
. Characters searching this space find a few old, abandoned bird’s nests. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it’s easy to find, either tucked in a bird’s nest or buried under some dirt in a corner.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mold Earth Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose a portion of dirt or stone that you can see within range
and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Mold Earth Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose a portion of dirt or stone that you can see within range
and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mold Earth Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose a portion of dirt or stone that you can see within range
and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
O4. Domed Attic You’ve reached the windmill’s peak — a domed chamber filled with old machinery. There’s not much room to move around. Light slips into this attic through small holes in the walls
. Characters searching this space find a few old, abandoned bird’s nests. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it’s easy to find, either tucked in a bird’s nest or buried under some dirt in a corner.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
construction protrudes from the cliff face. Three dirt-caked windows are set into it. The windows are so dirty as to be opaque, although a character within reach of one can scrape the dirt away and see a
dusty tomb beyond (area K88). Characters who try to reach the windows from the overlook must descend 110 feet and move 20 feet back under the platform. This descent can’t be accomplished without the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
construction protrudes from the cliff face. Three dirt-caked windows are set into it. The windows are so dirty as to be opaque, although a character within reach of one can scrape the dirt away and see a
dusty tomb beyond (area K88). Characters who try to reach the windows from the overlook must descend 110 feet and move 20 feet back under the platform. This descent can’t be accomplished without the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials
as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials
as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials
as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials
as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Move Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand) Duration
: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Move Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand) Duration
: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Move Earth Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a miniature shovel)
Duration: Concentration, up to 2 hours
Choose an area
of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Move Earth Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a miniature shovel)
Duration: Concentration, up to 2 hours
Choose an area
of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Move Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand) Duration
: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Move Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand) Duration
: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Move Earth Level 6 Transmutation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a miniature shovel)
Duration: Concentration, up to 2 hours
Choose an area
of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass
what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane: Air. You
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass
what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane: Air. You
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass
what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane: Air. You
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass
what it does with its move and action on its next turn. Elemental Focus. While wearing the ring, you benefit from additional properties corresponding to the ring’s linked Elemental Plane: Air. You