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Returning 35 results for 'falling times'.
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flying times
falling types
feeling times
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Tentacle Rod","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a
. The target must succeed on a DC 19 Strength saving throw or be flung 2d6;{"diceNotation":"2d6","rollType":"roll","rollAction":"Telekinetic Throw"} × 10 feet through the air. A creature smashed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Tentacle Rod","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a
":"roll","rollAction":"Telekinetic Throw"} × 10 feet through the air. A creature smashed into a solid object takes 1d6;{"diceNotation":"1d6","rollType":"damage","rollAction":"Telekinetic Throw
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based material — including manufactured objects such as cloth
per round and take no falling damage.
When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.Poison
Monsters
Curse of Strahd
weapon, nondetection
Mask of the Wild. Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.Multiattack. Rahadin
attacks three times with his scimitar, or twice with his poisoned darts.
Scimitar. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Scimitar"} to hit, reach 5 ft., one
Monsters
Storm King's Thunder
1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Falling Distance"} × 10 feet into the sinkhole.
If the dragon dies, the dust devils disappear immediately, and the thunderstorms
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
be used a specific number of times before vanishing. If a charm lets you cast a spell, you are able to do so without spending a spell slot or providing any components (verbal, somatic, or material
three times, the charm vanishes from you. Charm of Darkvision This charm allows you to cast the darkvision spell as an action, no components required. Once used three times, the charm goes away
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-lost location drenched in primeval magic. Some Charms can be used only once; others can be used a specific number of times before vanishing. If a Charm lets a character cast a spell, the character
Conjure Animals. Once used three times, the Charm vanishes from you. Charm of Darkvision Supernatural Gift (Charm) This Charm allows you to cast Darkvision. Once used three times, the Charm vanishes from
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
recall that each of other mephits disappeared during a volcanic eruption, as ash and embers were falling from the sky. A legend lore spell reveals that all three mud pits are portals to the Elemental
Plane of Earth. At such times, any creature that fully submerges itself in one pit emerges in the other. An open flame is not needed to travel from one of the mud pits on the Elemental Plane of Earth to its corresponding mud pit on the island.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
were forced to guard the temple themselves, to keep its secrets from falling into villainous hands. The evil forces that were imprisoned within the temple eventually corrupted the wizards, turning them
the temple several times to learn new magic and to find a means of escaping his fate, but the Dark Powers have no intention of giving him up. These recent years have been difficult for Exethanter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Characters who enter the sphere can tell something has happened when Maddgoth’s castle suddenly looms twelve times larger in their vision. A shrunken creature or object reverts to its normal size
booming, bear-like roar. Qurrok likes physical challenges. He neither shies away from combat nor backs down from a fight unless his mother, Speleosa, commands him to. FALLING FROM MADDGOTH'S CASTLE
If a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
takes 1d6 bludgeoning damage for every 10 feet it fell, but lands free of the collapsing structure. On a failed saving throw, the creature takes the falling damage and an additional 17 (5d6
restrained conditions on itself and crawling to the surface with a successful DC 16 Strength (Athletics) check. A creature that fails this check three times can’t attempt to dig itself out again. A
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
eyes regard you with intense interest.
“Step forward, heroes,” the queen says. “Word of your exploits has brought solace to my ears in these troubled times, and I am honored that you’ve answered my
Falling Ash is known to us. This cult has long plotted to sow chaos in Celene; an undercover cult member recently failed to poison me. I have no doubt the other cults are equally dangerous.
“My spies
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
drives them to adventure. Due to this inquisitiveness, many kender find themselves falling through portals to other planes and worlds. Kender sometimes amass impressive collections of curiosities
Intelligence, Wisdom, or Charisma modifier (choose when you select this race). You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
longsword that channels the power of the storm, a balor’s battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even
+ 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
War Mage, +1 Yes Weapon, +1 No Wraps of Unarmed Power, +1 No *You can learn this option multiple times and must select a different item each time; each item selected counts as a different plan
appendix. Magic Item Plans (Artificer Level 10+) Magic Item Plan Attunement Armor of Resistance Yes Dagger of Venom No Elven Chain No Ring of Feather Falling Yes Ring of Jumping Yes Ring of Mind
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Timed Events The following events occur at specific times throughout the evening. Hour 1: Welcome Gifts Shortly after the carnival opens for business, read: A twelve-foot-tall walking tree garlanded
), and the squirrel is its trusty companion, Red (see “Dragonfly Rides” earlier in the chapter). As Northwind encourages onlookers to catch the falling seeds before they touch the ground, Red hands
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times, and you regain all expended uses of it when
, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Gnome Adventurers I don’t know how many times I’ve seen a gnome
turn a dead end into a wonderful opportunity.
— Delaan Winterhound
When a gnome leaves the burrow, the force behind that decision
. Even in the worst circumstances, a gnome can find something to be hopeful for — an attitude that is infectious and thus can keep the group from falling into despair. A deep gnome, pragmatic and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Dexterity saving throw to keep their footing. The sound of wood splintering and trees falling echoes from deeper in the forest, but the tremor soon passes. In the aftermath of the battle and
project, I hold the necklace to give me confidence.” Flaw. “The world disappears when I’m focused. I often don’t notice people talking to me at such times.” Ameyali’s Request Ameyali can use her magic
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
falling multiple times every day for weeks. The fog used to occur only every now and then, but it has been growing more frequent. Ahn-Jun has tried to tell people about it but is always ignored. Strange
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally
attack’s weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
rest and recuperate on their journeys. Even during the dark times when Helm ceased showing signs to his faithful, the priests and people at Helm’s Hold kept their doors open and their eyes on the road
Spellplague, the faithful toiled on through terrible times to complete a grand central temple for the good of the community and the glory of their god. The kindly clergy of this temple, dubbed the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, nondetection
Mask of the Wild. Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Actions
Multiattack
. Rahadin attacks three times with his scimitar, or twice with his poisoned darts.
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.
Poisoned Dart
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Nimble Climber. You have a climbing speed equal to your walking speed
level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
falling block traps or weak ceilings supported by a single pillar, which the beholder can disintegrate after it passes that point to deter pursuit. Eyes in the Sky Because a beholder’s paranoia knows no
, sometimes covered with a wood or metal grating. A prisoner is stripped of weapons and magic items, thrown into one of the holes, and guarded by minions at all times. Sanctum The beholder’s private chamber is
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Arboreal fungus releases a cloud of confusion spores. The character must succeed on a DC 12 Constitution saving throw or have disadvantage on the next ability check they make. A torrent of falling
are not to be trusted, and characters (not to mention players) are often wise to be suspicious even at the best of times. You can adjust the encounters with the dryad-hags according to the players
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
turns, ending the effect on itself on a success.
Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the
throw or be flung 2d6 × 10 feet through the air. A creature smashed into a solid object takes 1d6 bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
it remains accessible in the area of the lair, since the dragon has collapsed the lair on intruders multiple times, rebuilding in a nearby portion of the ruins each time. The walls of the lair are
successful save, a creature moves to the nearest unoccupied space instead of falling in the pit. Regional Effects Any of these effects might appear in the area around a blue dragon’s lair, in addition to or
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Pilgrims” section later in this chapter) turned this ruined mill into an ossuary for fallen warforged. From this base, pilgrims venture out to find relics or lost warforged. At such times, 2d4 pilgrims (use
working Docent to determine the location of the third piece (see the “Finding a Docent” section later in this chapter). Magic Ring. An iron ring etched with angelic feathers hangs from a silver chain on the wall. This is a Ring of Feather Falling.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
if you aren’t wearing Heavy armor. You can enter your Rage three times. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While
. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure’s edge on a successful one. Any structure
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from the darkling merchants in area M16; regardless, she keeps it on her person at all times. She doesn’t want it falling into Kelek’s hands but willingly parts with it to save her own skin.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
deep pits in which they preserve food for lean times. Sleeping Areas Every lair has one or more spaces for living and sleeping, each large enough to comfortably hold ten to thirty adult kobolds
mine elevators rigged to fall Caltrops in shallow mud or soft dirt (light kobolds can walk on them without trouble) Collapsing ceilings Crates of centipedes Falling blocks Moats full of pitch or oil
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rules can be used for rockslides as well as avalanches. An avalanche is a mass of snow and debris falling rapidly down a mountainside. A typical avalanche is 300 feet wide, 150 feet long, and 30 feet
this check three times can’t attempt to dig itself out again. A creature that is not restrained or incapacitated can spend 1 minute freeing another creature buried in the snow. Once free, that creature