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                        Returning 35 results for 'feet torches'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing
                                                
                                            
                                                
                                                     Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of
                                                
                                            
                                                
                                                     form and hurls it at a creature it can see within 600 feet of it. The javelin deals 19 (3d6 + 9);{"diceNotation":"3d6+9", "rollType":"damage", "rollAction":"Wind Javelin", "rollDamageType":"force
                                                
                                            
                                        
                                                    Explorer's Pack
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
                                                
                                            
                                        
                                                    Dungeoneer's Pack
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
                                                
                                            
                                        
                                                    Dancing Lights
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one
                                                
                                            
                                                
                                                     glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new
                                                
                                            
                                        
                                                    Unicorn
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage
                                                
                                            
                                                
                                                     itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.The unicorn
                                                
                                            
                                        
                                                    Gust of Wind
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength
                                                
                                            
                                                
                                                     saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust
                                                
                                            
                                        
                                                    Storm Giant Quintessent
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected
                                                
                                            
                                                
                                                    ":"lightning"} lightning damage.
Wind Javelin. The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    26. Spiral Staircase Three archways overlook a circular chamber where a spiral staircase descends into darkness. The staircase walls are lined with unlit torches in iron sconces and set with niches
                                                
                                            
                                                
                                                     containing moldering humanoid skulls and bones.
 This staircase descends from level 2 to levels 3, 4, and 5, with each level 25 feet below the level above. The bones and skulls in the niches belong to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     coffer is a heap of damp sand from which the ends of torches protrude.
 Beyond the wooden door, the tunnel continues ten feet before opening into the quarry behind Albaeri Mellikho’s house. The damp
                                                
                                            
                                                
                                                     winds north a long way before rising gradually. After two hundred feet or so, it ends at a wooden door that forms a sloping roof. A small wooden coffer sits on the floor by the door, and beside the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    X22. Northwest Annex When one of the doors to this room is opened, read: Torches in sconces illuminate a dining table in the center of the room. Covering the table is a magnificent feast that fills
                                                
                                            
                                                
                                                     the hall with the rich smells of cooked meat, sweet vegetables, piping hot gravy, and wine. The ceiling here is 20 feet high. Amber doors lead south to a hallway (area X18) and east to a shattered
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     of perfume, sealing wax, and soap. Dungeoneer's Pack (12 gp) Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet
                                                
                                            
                                                
                                                    ) Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Priest's Pack (19 gp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     in a verdant landscape. A stone staircase leads down.
 The torches that light this hall go out if removed from their sconces. The stone stairs descend 60 feet and end at an opening into area V3.
                                                
                                            
                                                
                                                    , twenty-foot-wide, pillared hall brightly lit by torches in wall sconces. The carved floral motifs on the pillars have faded, and the walls are covered with cracked and crumbling paintings of farm life
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Occupied Mansion Features The interior of the occupied mansion has the following features: Ceilings. The ceilings are 10 feet high. Doors. The doors to each room are unlocked, except for the door in
                                                
                                            
                                                
                                                     the kitchen (area O6) leading to the pantry (area O7). Lighting. Torches, candles, and fireplaces shed bright light throughout the mansion’s interior. Rubble. Portions of the mansion have collapsed. The rubble that remains is impassible.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     tunnels and vast caverns carved by howling winds. It is cold, noisy, and mostly dark. Wind quickly extinguishes nonmagical open flames, such as torches and campfires. Spoken conversation is possible only by yelling, and then only to a maximum distance of 10 feet.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
 General Features The snow-covered ground outside the castle is 10 feet lower
                                                
                                            
                                                
                                                     than the castle’s courtyard. Thus, the battlements and parapets that top the outer walls appear 20 feet high from the outside and are 10 feet high on the inside. Icy stone steps at either end of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Dancing Lights Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Duration: Concentration, up to 1 minute You create up to
                                                
                                            
                                                
                                                     four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Basement Features The Fortress of Caerdoon’s basement has the following features: Walls. The walls are damp and made of smooth, worked stone. Ceilings. The ceilings throughout this level are 10 feet
                                                
                                            
                                                
                                                     (Athletics) check to batter open from the inside. Floors. The floors are worked stone and covered with small puddles of water. Illumination. Sconces hold torches that have continual flame spells cast on them. The sconces are spaced at 20-foot intervals along the walls.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Dancing Lights Illusion Cantrip (Bard, Sorcerer, Wizard) Casting Time: Action
 Range: 120 feet
 Components: V, S, M (a bit of phosphorus)
 Duration: Concentration, up to 1 minute
 You create up
                                                
                                            
                                                
                                                     to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Dancing Lights Illusion Cantrip (Bard, Sorcerer, Wizard) Casting Time: Action
 Range: 120 feet
 Components: V, S, M (a bit of phosphorus)
 Duration: Concentration, up to 1 minute
 You create up
                                                
                                            
                                                
                                                     to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     and psychic damage. Light. Torches provide bright light throughout the fort, except for area W5, which is dimly lit. Walls. The walls of Wheelwatch are 20 feet high, with towers and fortifications
                                                
                                            
                                                
                                                    Wheelwatch Features Wheelwatch Outpost has the following features: Ceilings. The ceilings in the outpost’s interior chambers are 10 feet high. Gates. The outpost’s 15-foot-tall, reinforced wooden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    Goblin Lair Features The cave has the following features: Ceilings. The cave’s ceilings are 10 feet high. Surroundings. The cave has walls of rough-hewn stone and a dirt floor. It stinks of old food
                                                
                                            
                                                
                                                    , a character can make a DC 15 Wisdom (Perception) check to scan that area for a secret door, noticing it on a successful check. Lighting. Torches in wall sconces throughout the cave fill it with Bright Light.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Dancing Lights Illusion Cantrip (Bard, Sorcerer, Wizard) Casting Time: Action
 Range: 120 feet
 Components: V, S, M (a bit of phosphorus)
 Duration: Concentration, up to 1 minute
 You create up
                                                
                                            
                                                
                                                     to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    General Features Corridors. The lava tubes range from 15 to 25 feet in diameter. They are large enough for dracoliches and dragons to move through easily. Light. The lava tube corridors are dimly lit
                                                
                                            
                                                
                                                     by lamps or torches hung on the walls at wide intervals. Chambers within the Well of Dragons are brightly lit by lamps unless otherwise noted. Sound. The sound of the Draakhorn constantly moans
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Dancing Lights Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Duration: Concentration, up to 1 minute You create up to
                                                
                                            
                                                
                                                     four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
                                                
                                            
                                                
                                                     central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    General Features  Map 17.1: The Well of DragonsView Player Version Corridors. The lava tubes range from 15 to 25 feet in diameter. They are large enough for dracoliches and dragons to move through
                                                
                                            
                                                
                                                     easily. Light. The lava tube corridors are dimly lit by lamps or torches hung on the walls at wide intervals. Chambers within the Well of Dragons are brightly lit by lamps unless otherwise noted. Sound
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     torches in ages. The current denizens of Talhundereth rely on darkvision to see. Area descriptions assume the characters have a light source or some other method of seeing in the dark. Doors Doors
                                                
                                            
                                                
                                                     throughout the temple are made of 2-inch-thick slabs of stone with simple handles a few feet from the floor. They open and close easily on ancient hinges. Doors are unlocked unless otherwise specified. Ceilings Ceilings throughout the temple are 12 feet high unless the text states otherwise.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     description: The hold consists of three tiers. Ceilings in rooms and hallways are 15 feet high unless stated otherwise. The floors are smooth stone polished to a mirror finish. Any humanoid that dies
                                                
                                            
                                                
                                                    , as does bringing the body out of Shadowdusk Hold or into the area of a hallow spell. Sconces throughout Shadowdusk Hold flicker with torchlight created by continual flame spells. These magic torches are set in upside-down sconces, and their magical flames point downward.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Tomb Features Xeluan’s tomb has the following features: Ceilings. Ceilings are 15 feet high, with the exception of the 40-foot-high Great Chamber (area X4). Doors. Unless otherwise specified, doors
                                                
                                            
                                                
                                                     their level unless otherwise noted. Light. Areas X2, area X3, area X4, and area X21 are brightly lit by torches imbued with continual flame spells. The rest of the tomb is dark. Members of the Onyx Scar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
                                                    
                                                
                                            
                                                    : Ceilings. The ceilings throughout the catacombs are 10 feet high and made of roughly hewn stone. Eyeball Compass. The activated eyeball continuously points in the direction of the cult hideout’s
                                                
                                            
                                                
                                                     entrance (area N11). The eyeball is also needed to unlock the door in area N11. Light. Rusted wall sconces hold lit torches. The area is dimly lit. Walls and Floors. Walls are constructed of stone blocks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     objects that aren’t being worn or carried also take this damage.
 
 Ceilings In the cove’s rocky caverns, ceilings are 40 feet high except in area B13, where the ceiling is 80 feet high. Ceilings
                                                
                                            
                                                
                                                     in the cove’s constructed buildings (areas B3 and B4) are 20 feet tall. Doors Doors in the cove are unlocked except for the door in area B5 and the door to the side room in area B6, which leads to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                     is submerged beneath a foot of water!
 The spiral staircase descends about 100 feet before ending in area 1. Sensitive characters will feel it thrumming to a continuous low vibration (this vibration
                                                
                                            
                                                
                                                     from the Plume geyser will be noticeable everywhere in the dungeon). In the humidity, lamps and torches will burn fitfully and give off a lot of smoke. Floating on the water are splotches of green and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     25 feet high. Ceilings of small caverns are 30 to 40 feet high, and those of the large caves 45 to 60 feet. Illumination. Light in this area comes from torches and from cressets that are actually
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                     nonmagical open flames such as torches and campfires. It also makes conversation possible only by yelling, and even then, only to a maximum distance of 10 feet. Creatures have disadvantage on any ability
                                                
                                            
                                        





