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Returning 11 results for 'distance imposes are barriers'.
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distance imposes are barrier
distances imposes are barriers
distant imposed are barriers
distant imposes are barriers
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Monsters
Candlekeep Mysteries
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
role as Candlekeep’s defender, Miirym can move anywhere within the library fortress, passing through walls and other solid barriers. She can’t enter extradimensional spaces, since they
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that
Distance Traveled Per... Pace Minute Hour Day Fast 400 feet 4 miles 30 miles Normal 300 feet 3 miles 24 miles Slow 200 feet 2 miles 18 miles Each travel pace has a game effect, as defined below. Fast
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that
increased pace again (see “Equipment” for a selection of mounts for sale). The “DM’s Toolbox” has rules that affect which pace you can choose in certain types of terrain. Travel Pace Distance
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ends. A blizzard’s howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on
chapter 1. Overland Travel Method of Travel Distance per Hour
Dogsled 1 mile
On foot, with snowshoes 1/2 mile
On foot, without snowshoes 1/4 mile
Mountain Travel Navigating
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Encounter Distance column in the Travel Terrain table gives the range at which creatures might become aware of each other while journeying through the wilderness. When staging an encounter, consider these
characters and monsters spot each other from a distance in open terrain. Found by Chance. The characters happen upon monsters that are camping, eating, hunting, basking in the sun, walking along the same trail
Magic Items
Infernal Machine Rebuild
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
with an unpleasant buzzing that imposes disadvantage on Intelligence checks and saving throws.
34
All creatures you speak with automatically believe your words, as if you have succeeded on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since
can determine your jump distance using your Dexterity rather than your Strength. Level 9: Supreme Sneak You gain the following Cunning Strike option. Stealth Attack (Cost: 1d6). If you have the Hide
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
up and tortured here. None are here now. 14. Assembly Hall, Upper Level Wide iron gantries extend a short distance into a vast chamber. Two lit braziers illuminate the western gantry, which has iron
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
depicting sites along the modrons’ endless march. The distance between areas varies from yards to miles. Feel free to add additional encounters between areas, to change their order, or to have the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
of its next turn, it falls the appropriate distance to the floor and triggers another teleportation point. In addition to conjuration magic, the entry/exit points also radiate abjuration magic. Until
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, 1d4 swarms of ravens and 1d4 swarms of rats gather and attack any other creatures in the region. On a 5–6, a treant (in forested terrain) or a galeb duhr (in rockier terrain) attacks. 28–36 Distance
area of psychic resonance, magic imposes strange effects on creatures and objects. These manifestations stem from strong emotions combined with magic use or from the presence of psionic creatures






