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Returning 35 results for 'dreams swimming rules'.
Other Suggestions:
dreams swirling rules
deals swimming rolls
Backgrounds
Spelljammer: Adventures in Space
gravity isn’t present, the following rules apply:
Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed (either naturally or
, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Monsters
Fizban's Treasury of Dragons
up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks.
Boiling Aura (Costs 3 Actions). The dragon turtle radiates intense heat. Until the start of the
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
Monsters
Bigby Presents: Glory of the Giants
or drifting in a polar sea. In its wintry seclusion, the scion dreams of battle and glory.
If it is disturbed, the scion’s cradle of the frost scion;cradle animates as a bipedal figure formed of
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
archdevil Levistus, having traded her soul years ago for her first taste of magical power. Levistus speaks to her in dreams and guides her path. Shortly after Avarice arrived in Ten-Towns, Levistus
Monsters
Bigby Presents: Glory of the Giants
its cradle is functionally identical to a glacier or iceberg, nestled in an alpine valley or drifting in a polar sea. In its wintry seclusion, the scion dreams of battle and glory.
If it is disturbed
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
Dhampir
Legacy
This doesn't reflect the latest rules and lore.
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Species
Van Richten’s Guide to Ravenloft
or raw meat
3
Cerebral spinal fluid
4
Psychic energy
5
Dreams
6
Life energy
Dhampir Origins
Dhampirs often arise from encounters with vampires, but all manner of
lineage option, follow these additional rules during character creation.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Atagua table to determine if they have a strange vision. Dreams in Atagua d10 Dream 1–4 No dream 5 You are swimming up a sky-high waterfall. 6 Orchids speak to you in the voices of fallen friends
Dreams and Portents Strange dreams are common in Atagua, the result of psychic energies from the Feywild and Far Realm. Whenever a character sleeps or meditates while in Atagua, roll on the Dreams in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Weightlessness In any location where gravity isn’t present, the following rules apply: Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed
and move up to its walking, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Species
Spelljammer: Adventures in Space
live for centuries, typically up to 500 years.
Autognome History
d6
Story
1
Your creator gave you autonomy and urged you to follow your dreams.
2
Your creator died, leaving you
fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconic.
3 The item glows softly when within 60 feet of a Dragon or another hoard item.
4 The item’s bearer gains a swimming speed equal to their walking speed.
5 The item’s bearer has
damage type of the breath weapon of the last dragon whose hoard the item steeped in.
8 The item’s bearer dreams of the dragon whose hoard the item last steeped in.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
. The “Special Types of Movement” section in chapter 8 gives the particulars for jumping, climbing, and swimming.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. Swimming through deep water is similar to traveling at high altitudes, because of the water’s pressure and
Underwater See chapter 9 of the Player’s Handbook for rules on underwater combat. Random Undersea Encounters You can check for random undersea encounters as often as you would check for them on land
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. The descent to Janya is approximately 4,500 feet. This should take about 4 minutes for characters who have a swimming speed of 60 feet, or 15 minutes for those who don’t have a swimming speed. Word
has been sent ahead to Xoese-Addae, an emissary of the High Court that rules Janya. He’ll meet the characters when they arrive. Once Gurau has shared these details, Kisaroua has little patience for
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
plans to improve I’Cath. By night, she rules over her people’s dreams. Tsien Chiang’s four supernatural daughters wander the city by day and gather at the Palace of Bones at night. The streets and
is more valuable in the city than gold. Jiangshi haunt the streets of I’Cath, tearing down whole districts and rebuilding them. Tsien Chiang rules the city from the Palace of Bones. By day, she drafts
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Speed A creature’s speed tells you how far it can move on its turn. For more information on speed, see Speed in the Basic Rules. All creatures have a walking speed; those that have no form of ground
or part of its movement to fly. If the creature is incapacitated or knocked prone while flying, it falls unless it can hover. Swim. A creature that has a swimming speed doesn’t need to spend extra movement to swim.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Speed A creature’s speed tells you how far it can move on its turn. For more information on speed, see the Basic Rules. All creatures have a walking speed; creatures that have no form of ground-based
reduced to 0, or is otherwise deprived of the ability to move, it falls unless it can hover or is being held aloft by magic, such as by the fly spell. Swim. A creature that has a swimming speed doesn’t need to spend extra movement to swim.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope — all sorts of movement play a key role in fantasy gaming adventures. The DM can
the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope--all sorts of movement play a key role in fantasy gaming adventures. The DM can
answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
darkness. Unless characters are aided by magic, such as the cowrie shell necklaces from Atiba-Pa, they can’t swim for a full 8 hours per day. After each hour of swimming, a character must succeed on a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the Player’s Handbook). Such a monster stops hovering when it dies. Swim A monster that has a swimming speed doesn’t need to spend extra movement to swim.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Speed A creature’s speed tells you how far it can move on its turn. For more information on speed, see the Basic Rules. All creatures have a walking speed; those that have no form of ground-based
incapacitated or knocked prone while flying, it falls unless it can hover. Swim. A creature that has a swimming speed doesn’t need to spend extra movement to swim.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
similar one. For example, a Potion of Climbing could become a Potion of Swimming. Altered Form You can alter a magic item’s form while leaving its properties intact. For example, you can turn a Ring of
into a single helmet. This makes the item more powerful (and probably increases its rarity), but it won’t break your game. Special Features and Sentience Chapter 7 has rules for giving magic items interesting histories, minor properties, quirks, and sentience.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
(Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: You attempt to climb a sheer or slippery cliff, avoid
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: You attempt to climb a sheer or slippery cliff, avoid
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
is Stirring.” Step 4. Review “Player Handout: City of Greyhawk” and provide a copy to your players. Step 5. Review any rules from the Player’s Handbook or Dungeon Master’s Guide that may come into
Abra Saghast No-nonsense dragonborn librarian Archmage (Medium) Aeryk Gruff but kind human soldier Guard Captain (Medium) Caset Teen human thief with big dreams Spy (Medium) Chase Teen human thief with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
starved to death. The skeleton is clad in a chain shirt and wears a ring of swimming on one bony finger. Characters who search the armoire also find an explorer’s pack (minus water and rations). 19c
Dense webbing fills this room as well (see area 19c for rules). Suspended within the webs are six cocoons. Five contain the desiccated corpses of four goblins and a nothic. The sixth contains a swarm
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
-and-tumble Strixhaven game of silkball, which is played in muddy fields with balls made of spider silk. Intramural Water-Dancing Club Skills: Athletics, Performance Member: Larine Arneza These swimming
that they resolve with special rules. Mage Tower Cheer Squad Skills: Perception, Persuasion Member: Zanther Bowen With their coordinated cheers, outfits, and school spirit, these cheerleaders inspire
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that don’t have a swimming speed move at half speed through the water. Visibility. Visibility underwater is 10 feet. Low Water Features Difficult Terrain. The sticky mud of the exposed swamp bottom is
make a DC 10 Wisdom (Survival) group check. If the group check is successful, the characters spot and avoid the hazard. On a failed check, the character who had the lowest check result sinks into a pit of sucking mud, which is 10 feet deep (use the quicksand rules in the Dungeon Master’s Guide).
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
is Stirring.” Step 4. Review “Play Handout: City of Greyhawk” and provide a copy to your players. Step 5. Review any rules from the Player’s Handbook or Dungeon Master’s Guide that may come into play
Warrior (Medium) Caset Teen human thief with big dreams Spy (Medium) Chase Teen human thief with big heart Tough (Medium) Clarick A wise spy Spy (Medium) Cleric Lena Lady Jolene, seeking lost legends
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. Beast Shapes Level Max. CR Limitations Example 2nd 1/4 No flying or swimming speed Wolf 4th 1/2 No flying speed Crocodile
following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. Beast Shapes Level Max. CR Limitations Example 2nd 1/4 No flying or swimming speed Wolf 4th 1/2 No flying speed Crocodile 8th
rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in the rules glossary). These
the rules glossary for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed. Difficult Terrain Combatants are often slowed down by Difficult Terrain. Low
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Movement and Position On your turn, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each
explained in the Rules Glossary). These different modes of movement can be combined with your regular movement, or they can constitute your entire move. However you’re moving with your Speed, you deduct
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Noteworthy Sites Amid an endless sea of steps, the Censer of Dreams embodies the boundless potential of a wish granted. Its opulent chambers boast heavenly gardens visited by Celestials, sprawling
arrive at the Censer of Dreams, Nafas’s palace on the Infinite Staircase Well of Destiny The voices of the multiverse cry out in the Well of Destiny. A sanctum located within the silvery dome that rises