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Returning 30 results for 'distance imagine are barrier'.
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Triton
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Volo's Guide to Monsters
Ah, the tritons. Imagine if the elves spent a few centuries far beneath the sea, where their arrogance and pretension could grow undisturbed. At least the tritons spent that time fighting sahuagin
them.
Tritons also have a tendency to emerge from their isolation under the assumption that other folk will welcome them as respected allies and mentors. Again, distance drives much of this attitude
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
“enter” the book, their literal path through the demiplane is dictated by the story that Ecamane Truesilver penned long ago. The characters begin a short distance south of where a meadow meets the edge of
a forest. If anyone tries to move away from the forest, they are halted by an impassable barrier of force that disallows any other route. The story takes the characters generally northward through
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
). For each evil act, imagine the scene where it took place, and then answer the following questions: What does the act sound like from a distance or to someone in the next room? How does the act, or its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to its distance traveled. If this added distance changes a ranged weapon attack from normal to long range, the attack roll is made with disadvantage. An object that enters the curtain and can travel
no farther falls to the floor inside the curtain. Spell effects that would not reasonably pass through the watery curtain are stopped by the barrier as though it were a solid wall. For example, a magic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs. Distance is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
surrounds this hand-shaped hill. Other highlights visible from this distance include a gatehouse, atop which stands a half-dozen small figures on watch.
When the characters are ready to approach the
social encounter like this one is to imagine a scale from 1 to 10, with 1 representing the worst possible outcome and 10 the best. The characters start at 5, and as they progress through the scene
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
their divine needs. Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes can seem quite small, but they can also stretch on to what seems like infinity
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
unknown distance beyond that is the edge of the world, where the sea flows off the disk of the world and into the starry void. The known world of Theros consists of a long stretch of coastline forming
the eastern edge of the vast Siren Sea. Eastward from the sea, the land rises up to two ridges of mountains. The lofty peaks of the second ridge form a barrier that few mortals have passed, so only
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
must succeed on a DC 15 Dexterity saving throw to grab one of the handles or it plummets down the tube. A security mechanism might prevent creatures from falling the full distance (see below). If so
, for calculating distance fallen, add the heights of the levels the creature falls through, as listed in the “Drop Tubes” section for the relevant levels. Key Card Access. Entering a drop tube requires a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
or other powerful forces that dwell on the plane, which can remake the realm completely, erasing and rebuilding existence to better fulfill those forces’ needs. Distance is a virtually meaningless
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
a good distance, seemingly unharmed by the cataclysm that produced the damage around them. Indeed, because of their pristine condition, some folk conjecture that these towers must have been built
, which ignited with himself at its center. As one might imagine, this blast drew the attention of all manner of twisted predators and hungry undead, which came forth to investigate. I don’t know how
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
palpable than near the Grandfather Tree, an oak larger than you might imagine possible, which serves as a holy site for the Treeghost tribe of the Uthgardt. Four smaller oaks — enormous indeed, though
strange exception of the aarakocra, who had an ancestral homeland there before being chased out by a dragon. Most the peaks may be viewed only from afar, and at a distance they seem to glitter from the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
remove the demonic essence from the gear. Spells such as dispel magic or protection from evil or good, or other methods that the characters might imagine, could make the part usable. If the characters
Maggie treats them with such kindness that the imps can’t imagine wanting to work for anyone else. In Mad Maggie’s presence, the imps usually assume the forms of ravens that nest in her hair or perch on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from the spikes and be restrained until the spikes are retracted or the barrier is destroyed. The spikes can be retracted only by
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
must make a DC 15 Strength saving throw. On a failed save, the creature is swept 60 feet downriver; on a successful save, the distance is halved to 30 feet. The river flows just as strongly through
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. When an untethered creature is shoved or otherwise moved across the floor, it travels in one direction and does not stop until it comes into contact with a wall or other barrier. The alcoves contain
sphere after impact. Beholder Tactics The Tomb of the Nine Gods is not truly the beholder’s domain, so it can’t use lair actions. The invisible beholder puts as much distance between itself and the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
originally used to undertake repairs on the outside of the craft, handle dangerous substances at a distance, and so forth.
When a creature passes an arm or other appendage into one ring, that appendage
the prisoners are survivors from previous expeditions sent into the Barrier Peaks by the Cartophile. They recognize any of the hirelings with the characters, or any other signs of the Cartophile’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
.
5 If stumped, I smoke a pipe. And if I’m going to smoke a pipe, it’s going to be a splendid pipe.
6 I imagine that my clothes are my glorious soul on display for all the world to behold
jump. This extra distance costs movement as normal. Reveler. You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice. Languages. You can speak, read, and write Common and Sylvan. (JOHANNES VOSS)
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
recent years, King Hekaton had become convinced that the age of the giants was past, as evidenced by the growing distance between the giants and their gods. Annam the All-Father didn’t answer prayers
thrust into power. Unable to find her father and fearing that he might be dead, Serissa can imagine her political influence evaporating quickly. Several giant lords previously under her father’s thumb
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
approach too close, however, lest you stumble into the invisible barrier — a “force cage,” I am told — that surrounds the tower. Within that barrier lie additional protective wards, as demonstrated by the
, Waterdeep stood at the center of events. But the effects of the more recent crises can still be seen in the city today, even though they occurred a great distance from where Waterdeep stands. When the gods
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
can dispel the barrier created by globe of invulnerability, but not any magical effects that are active inside the barrier. If dispel magic targets the magical effect from bless cast by a cleric
determination is needed. What happens when a jump spell gives a creature a jump distance greater than its walking speed? Your jump is limited by how far you can move; each foot jumped uses a foot of movement. You
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition. The stone stops when it hits a wall or similar barrier. It can’t go around corners, but creative dungeon
try to slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the distance the stone moves on its turn is reduced by 15 feet. If that distance drops to 0, it stops
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a wall or similar barrier. It can’t go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study
Immunity to Poison and Psychic damage. Slow the Stone. As an action, a creature can try to slow down the stone with a DC 20 Strength (Athletics) check. If the check is successful, the distance the
Magic Items
Infernal Machine Rebuild
known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft’s central command console.
Explorers who
object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target.
A specialized clockwork compass floats
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
socket causes the orb to go dark. Interior Doors. Each interior door is a fleshy barrier that opens when a creature that has telepathy approaches within 5 feet of it, then quickly closes after the creature
in an otherwise open space where you imagine the ship’s helm used to be.
The githyanki who attacked the nautiloid disabled the craft by removing its spelljamming helm. They took the head of the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Daoine Gloine The city of Daoine Gloine has long been thought of as mere legend — just another strange tale from the already-strange Barrier Peaks. Occasionally, travelers would return from the
, resembling an almost-transparent barrier some thirty feet above the ground, visible only where it catches the light.
Below that strange barrier, the buildings of the city are unnaturally clean
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Characters can break through this barrier with some effort; it has AC 16 and 50 hit points per 5-foot segment. 18. Troglodyte Warren Most of the troglodytes dwell in a group of dismal caverns
hatchery first, all the troglodytes from the other chambers come to join the fight. 19. Chieftain’s Cave The door leading north from area 18 is a mud-and-wattle barrier wedged in place; a successful
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
among their own waste. A small half-barrier prevents the rats from easily escaping when the door is open.
Creatures. The rats are used as food for the dragon wyrmling that was once stabled in area 15
. Since the abduction of the dragon, the kobolds have neglected the rats, and in the meantime the rodents have chewed away the fastenings of the barrier. One round after someone opens the door, the rats
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of long-dead diners. This level of the ship contains three dining rooms. S4a: Southeast Dining Room. A long-shattered skylight in the ceiling of this room is open to the Barrier Peaks. The room
adjacent, identical meeting rooms contain rusty metal furnishings and several skeletons. Each room features a small terminal with a screen once used for long-distance communication. Both terminals have been
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
descends 1 foot for every 10 feet of horizontal distance covered. At the end of the flight, the wearer lands on its feet and the glider is intact. If the wearer tries to accelerate the rate of descent
the coldest hell you can imagine. Every surface inside the crypt is covered with thick, brownish mold. A patch of brown mold (see “Dungeon Hazards” in chapter 5, “Adventure Environments,” of the Dungeon






