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Returning 35 results for 'distance increases are both'.
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distant increases are both
distinct increases are both
Magic Items
Dungeon Master’s Guide
.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun
Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head.
Ioun Stone of Awareness;Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on
Spells
Player’s Handbook
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.
Monsters
The Book of Many Things
condition.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the minotaur magically increases in size, along with anything it is wearing or carrying. While enlarged, the minotaur is Large
, the minotaur doesn’t change size.Unerring Tracker. The minotaur magically creates a psychic link with one creature it can see. For the next hour, the minotaur knows the current distance and
Monsters
Acquisitions Incorporated
damage if he fails. He can't use this trait if he's incapacitated.
Second-Story Work. Climbing does not cost Viari extra movement. Additionally, when he makes a running jump, the distance he covers
increases by 5 feet.
Sneak Attack (1/Turn). Viari deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Sneak Attack"} damage when he hits a target with a weapon attack and has
Magic Items
The Book of Many Things
): acid, cold, fire, lightning, or thunder.
Expert. Your Dexterity score increases by 2, to a maximum of 22.
Fey. A fey crossing opens into the Feywild, and you’re immediately pulled through it
stop drawing from the deck, regardless of how many cards you initially declared.
Lance. All your ability scores increase by 1, to a maximum of 20.
Mage. Your Intelligence score increases by 2, to a
Spirit Guardians
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are
) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Ioun Stone
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
cancel it.
Ioun Stone of Agility;Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
Ioun Stone of Awareness;Awareness
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common
triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Telekinetic (p. 208) In the Minor Telekinesis benefit’s second sentence, “its range increases by 30 feet” is now “its range and the distance it can be away from you both increase by 30 feet”.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speed A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and chapter 1 (“Combat
which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farther
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speed A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing the Game
, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Distance table can help you determine the hearing range, and the following sections address visibility. If one group tries to hide from the other, use the rules in the Player’s Handbook. Audible Distance
Noise Distance Trying to be quiet 2d6 × 5 feet Normal noise level 2d6 × 10 feet Very loud 2d6 × 50 feet Visibility Outdoors. When traveling outdoors, most characters can see about 2 miles in any
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). Inspiring Smite. Immediately
Oath of Glory feature You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you
supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter
has left, the stone can’t cancel it. Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. Awareness (Rare). You can’t be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter
has left, the stone can’t cancel it. Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. Awareness (Rare). You can’t be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its
Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head. Awareness (Rare) While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its
. Agility (Very Rare) Your Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head. Awareness (Rare) While this dark-blue rhomboid orbits your head, you have Advantage on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak Starting at 9th level, you
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
through town, a handful of murmuring villagers follow you at a distance. More villagers emerge from houses on all sides, and soon you’re surrounded by a small mob. A farmer carrying a pitchfork points at
DC of the check to disperse the mob increases by 1. The villagers immediately disperse if the characters attack or deal damage to any of them.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak Starting at 9th level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift. Tiger. While raging, you can add 10 feet to your long jump distance and 3
feet to your high jump distance. The spirit of the tiger empowers your leaps. Aspect of the Beast These options are available to you when you choose a totem animal at 6th level. Elk. Whether mounted
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the
most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
applies to the check. Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by
power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the check. Draconic Resilience As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1
and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Intelligence check to alter a nonmagical object that isn’t being worn or carried. The same rules for distance apply, and the DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for
additional 10 feet added to the radius increases the DC by 5. On a successful check, the creature prevents the area from being altered by the plane for 24 hours, or until the creature uses this ability again.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
+7
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this distance), passive Perception 14
Languages Common plus two more languages
ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
teleportation circle Detect Portal At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal
11th level in this class, the extra damage increases to 2d8. Ethereal Step At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an
-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an
-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.






