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Returning 35 results for 'drinks swimming range'.
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Spells
Player’s Handbook
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the
Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check
Spells
Player’s Handbook
ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can
, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Spells
Player’s Handbook
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
Monsters
Baldur’s Gate: Descent into Avernus
Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage
Vanthampur of Baldur’s Gate. Amrik loves to exchange pleasantries over drinks before conducting business. He has trained Laraelra’s staff to recognize a variety of innocuous hand gestures that
Magic Items
Ghosts of Saltmarsh
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Monsters
Ghosts of Saltmarsh
Amphibious. Oceanus can breathe air and water.
Friend of the Sea. Using gestures and sounds, Oceanus can communicate simple ideas with any beast that has an innate swimming speed.Trident. Melee or
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType
Monsters
Storm King's Thunder
","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage. Oren
carries four daggers.
Roleplaying Information
Oren came to Northfurrow’s End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night
Monsters
Princes of the Apocalypse
fathomer is knocked unconscious or dies, it also reverts to its true form.
While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison
":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Monsters
Curse of Strahd
":"1d20+5","rollType":"to hit","rollAction":"Hurl Flame"} to hit, range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Hurl Flame","rollDamageType":"fire"} fire
burgomaster’s will, Izek drinks copious amounts of wine.
Fiendish Gift. After years of doing Baron Vallakovich’s dirty work, Izek awakened from a drunken stupor one morning to find that he had
Underwater
Legacy
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Rules
When making a melee weapon attack, a creature that does not have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin
, shortsword, spear, or trident. A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Lancing Bolt"} to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Lancing Bolt", "rollDamageType":"piercing
"} piercing damage.
Harpoon. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Harpoon"} to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4
Freezing Sphere
Legacy
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Spells
Basic Rules (2014)
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water
Tsunami
Legacy
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Spells
Player’s Handbook (2014)
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.When the wall
the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.A creature caught in the wall can move by swimming. Because of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. While motionless, it is indistinguishable from a stopped machine.
2
Sensors. The range of the clockwork’s darkvision increases by 60 feet, and it gains proficiency in Perception if it
Propulsion. The clockwork gains a swimming speed of 30 feet.
Clockwork Malfunctions
d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Clockwork Malfunctions"}
Malfunction
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
snippets of tunes I have overheard.
7
I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, or half as much damage on a successful one.A bronze scout seldom emerges from underground. Its telescoping eyestalks observe foes at close range while most of its segmented body remains buried
indistinguishable from a stopped machine.
2
Sensors. The range of the clockwork’s darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency.
3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it’s holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it
indistinguishable from a stopped machine.
2
Sensors. The range of the clockwork’s darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency.
3
Backgrounds
Guildmasters’ Guide to Ravnica
draw the blood of your enemies, or even directly touch their souls.
Suggested Characteristics
Members of the Orzhov Syndicate range from the decadent nobility at the top of the oligarchy to the debt
Orzhov contact; you can decide if the contact is an ally or a rival.
8
My childhood friend is now a Rakdos torturer. We still meet for drinks occasionally.
9
I have the key to a vault where
Otiluke's Freezing Sphere
Legacy
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Spells
Player’s Handbook (2014)
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water
Wand of Orcus
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand’s presence.
Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution
to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Helm of Underwater Action Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Helm of Underwater Action Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. Danger at Dunwater, Tammeraut’s Fate
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the spell this way, the spell’s range is 1 mile, and the dragon doesn’t need to see the spot where the illusion appears. Refreshing Water. Water within 1 mile of the lair is magically refreshing. A
creature that drinks such water gains 2d4 Temporary Hit Points, and the dragon is immediately aware of the creature’s presence. If the dragon dies or moves its lair elsewhere, these effects end immediately.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tsunami Level 8 Conjuration (Druid) Casting Time: 1 minute
Range: 1 mile
Components: V, S
Duration: Concentration, up to 6 rounds
A wall of water springs into existence at a point you choose
within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Unseen Servant Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual
Range: 60 feet
Components: V, S, M (a bit of string and of wood)
Duration: 1 hour
This spell creates
an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Unseen Servant Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual
Range: 60 feet
Components: V, S, M (a bit of string and of wood)
Duration: 1 hour
This spell creates
an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
passengers or cargo, and has AC 11, hp 20, and damage threshold 0. Swimming Swimming in the Darklake is a poor choice given the number of dangerous creatures inhabiting it. Check for a creature
encounter each hour that characters are swimming, rather than every 4 hours of travel. A swimming character must succeed on a DC 10 Constitution saving throw for each hour of swimming or gain one level of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Tsunami 8th-level conjuration Casting Time: 1 minute Range: Sight Components: V, S Duration: Concentration, up to 6 rounds A wall of water springs into existence at a point you choose within range
. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
to enter Umberlee’s Maw is through area 1. The coral mountain is otherwise sealed against intrusion. UNDERWATER COMBAT
When making a melee weapon attack, a creature that doesn't have a swimming
beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Otiluke’s Freezing Sphere Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a miniature crystal sphere)
Duration: Instantaneous
A frigid globe
streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on a failed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Tsunami Level 8 Conjuration (Druid) Casting Time: 1 Minute
Range: 1 Mile
Components: V, S
Duration: 6 Rounds
A wall of water springs into existence at a point you choose within range. You can
spell ends. A creature caught in the wall can move by swimming. Because of the wave’s force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, Oceanus can communicate simple ideas with any beast that has an innate swimming speed.
Actions
Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Piscine Transformation 3rd-Order Metamorphosis Power Manifestation Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
You target a Humanoid you can see within range with a
10 feet (unless their walking speed is slower), and they gain a swimming speed of 30 feet. Torso. The target’s torso becomes the body of a fish with gills. They can only breathe water and can hold
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Otiluke’s Freezing Sphere 6th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a small crystal sphere) Duration: Instantaneous A frigid globe of cold energy streaks from
your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature