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                        Returning 35 results for 'gate radius'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the
                                                
                                            
                                                
                                                     gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and canât be reopened.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    . Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Test
                                                
                                            
                                                
                                                     cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.
1d100
Outer
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    -foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrikâs next turn.Second son of Duke Thalamra
                                                
                                            
                                                
                                                     Vanthampur of Baldurâs Gate. Amrik loves to exchange pleasantries over drinks before conducting business. He has trained Laraelraâs staff to recognize a variety of innocuous hand gestures that
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw
                                                
                                            
                                                
                                                     shift, silence
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestionThe drow can take 3 legendary actions, choosing from the options
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
1/day each: foresight, gate, power word kill, teleport
Legendary Resistance (3/Day). If Sul Khatesh fails a saving
                                                
                                            
                                                
                                                     different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12);{"diceNotation":"11d12
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw
                                                
                                            
                                                
                                                     shift, silence
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestionThe drow can take 3 legendary actions, choosing from the options
                                                
                                            
                                        
                                                    Candle of Invocation
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or
                                                
                                            
                                                
                                                    .
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    -radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and canât be reopened.
                                                
                                            
                                                
                                                     Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    -radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and canât be reopened.
                                                
                                            
                                                
                                                     Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     blindsight out to a range of 30 feet. It is blind beyond this radius. Without a rider, the wooden donkey is incapacitated. It has immunity to poison damage, and it canât be blinded, charmed, frightened
                                                
                                            
                                                
                                                    , paralyzed, petrified, or poisoned. 8b. Arch Gate to Level 9 A stone arch embedded in the south wall is engraved with images of beholders, flumphs, and stirges. The arch is one of Halasterâs gates
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    Gate Warden Prerequisite: Planescape Campaign Robson Michel  A Gate Warden from the gloomy
 gate-town of Hopeless protects
 the balance of the Outlands You spent a significant amount of time
                                                
                                            
                                                
                                                     somewhere influenced by intense planar forces or a portal to another plane of existence, such as one of the gate-towns in the Outlands. Youâre accustomed to experiences that would leave others reeling in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in
                                                
                                            
                                                
                                                    . Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in
                                                
                                            
                                                
                                                    . Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius
                                                
                                            
                                                
                                                    , when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius
                                                
                                            
                                                
                                                    , when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    Ecstasy Gate Destination: Blessed Fields of Elysium Primary Citizens: Guardinals and Humanoids Rulers: The Lightcaller and the Nightwhisperer The rolling hills of Ecstasy, the City of Plinths, rise
                                                
                                            
                                                
                                                     from a serene stretch of the Outlands. Blanketed in peace and contentment, Ecstasy is a pastoral gate-town of quiet contemplation and simple pleasures. Hundreds of monoliths, shaped from a variety of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    12. Guarded Caves These caves and the tunnels connecting them are free of fog. 12a. Standing Gate to Level 14 House Freth posts guards here to watch for trouble that might ascend from level 13
                                                
                                            
                                                
                                                     any opportunity to dispose of his older brother, provided the risk to himself is minimal. The other drow are not surprised by Xaphtalâs treachery â Tanimar least of all. Standing Gate. The standing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Gibbering Mouther Nascencies table to inspire what brought one of these horrors into being. Alas, the Elder Elves made a fatal mistake. When the Dragonâs Tear comet next returned, the Vast Gateâstill
                                                
                                            
                                                
                                                     keyed to the Far Realm of alien entitiesâlinked to the comet and opened again. And what emerged, ululating profanities, sang unnameable hungers into an unguarded world.
 âFrom The Book of the Gate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     suspended in the air.
 In the west side of the room is a black gate, and on the wall near it is a contact stone.
 Creatures. One reduced-threat aboleth (see âReduced-Threat Monstersâ above) dwells
                                                
                                            
                                                
                                                     across. White Gate. A white gate lies in the eastâwest corridor between this area and the Warren of Eyes. 37. Compelling Light Light. The dim light that fills the chamber can be seen before the room can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     magical energy in a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 17 Dexterity saving throw, taking 31 (7d8) thunder damage on a failed save, or half as much damage on a
                                                
                                            
                                                
                                                     12), but the âscary red metal wearersâ recently set the forest on fire. The combination to Zoxâs iron safe is âprairie dog, wombat, badger, armadillo, wombat.â Arch Gate to Level 6. The arch embedded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     that can be removed only if the statue is destroyed. The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or
                                                
                                            
                                                
                                                     the Nine Hells currently based in Candlekeep. When Thavius Kreeg arrived in Baldurâs Gate a few days ago, it didnât take Falaster long to hear rumors that the Vanthampurs were sheltering him. Falaster
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     effect on itself on a success.
 Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a
                                                
                                            
                                                
                                                    , blade barrier, cure wounds, hold person, plane shift, silence
 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestion
 Bonus Actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 14 (4d6) fire damage.
 Hellfire. Green flame explodes in a 10-foot-radius sphere centered on a point
                                                
                                            
                                                
                                                     warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
 At will: detect magic, guidance, levitate, mage armor (self only), mage hand, minor illusion, prestidigitation, speak with dead
 1/day each: arcane gate, detect thoughts, true seeing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     chasm extends several hundred feet northwest and runs under the cityâs ruins, but it doesnât connect to anywhere else in Haskasori and terminates at a sandy dead end. Unsealing the Gate. This gate is
                                                
                                            
                                                
                                                     sealed with ancient magic and can be opened as described in âHaskasori Features.â H3: Promenade Wide openings in this promenadeâs north wall overlook Haskasoriâs stone bridge, the main gate, and a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6) force damage.
 Actions
 Multiattack. Rak Tulkhesh makes four weapon attacks.
 Spawned Melee Weapon. Melee
                                                
                                            
                                                
                                                     bolt, shield
 3/day each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
 1/day each: foresight, gate, power word kill, teleport
 Legendary Resistance (3/Day). If Sul
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15
                                                
                                            
                                                
                                                    , creating a 15-foot-radius circle of glowing runes centered on the point of impact. While youâre inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     in the service of righteousness or in defiance of wickedness  A Blessed Ki-rin Shrine  Blessed Radiance Effects   d100 Effect   01â06 Golden light fills a 20-foot-radius, 40-foot-high cylinder
                                                
                                            
                                                
                                                    -radius sphere centered on one random creature in the region. Each creature in the sphere that isnât undead regains 3d6 hit points. Each undead creature in the sphere takes 3d6 radiant damage. 13â18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     seize control of Baldurâs Gate. He and his brothers recently stole the Shield of the Hidden Lord from a crypt under the city. A powerful devil named Gargauth is trapped in the shield, and has vowed to
                                                
                                            
                                                
                                                     help the Vanthampurs conquer Baldurâs Gate if released. Thavius Kreeg is confident that he can devise a way to release Gargauth from the shield. Thavius arrived in the city a few days ago with the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     on the central spire. A gate engraved with arcane sigils is set into the base of the strut.
 The Spire of Iriolarthas (area Y19) is surrounded by a force field that also encompasses this area
                                                
                                            
                                                
                                                     front of the gate. Any character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigils on the gate as ancient symbols representing the eight schools of magic. Magic Elevator
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     radius and dim light for an additional 5 feet for 1 hour. 2 The creature feels a surge of might. For 1 hour, the creature has advantage on attack rolls using Strength, Strength checks, and Strength
                                                
                                            
                                                
                                                     sites on the same world or on different planes of existence. Unearthly roads allow creatures to cross great distances rapidly, moving from an entrance gate to an exit gate or visa versa. These paths
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                    -foot radius (simulate this by making players uneasy in whatever way you find best). The wall to the west is a mural showing giants bowing before a black cairn, offering sacrifices and giving gifts. The
                                                
                                            
                                                
                                                     polished floor of red and black hornblende seems to flow between the thin pillars of obsidian that border this area. Each of these pillars radiates an aura of mild fear in a 2-foot radius, and if one is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                    . The glyph is on the second page, and itâs triggered when someone opens to that page. Otherwise, the book is blank. If the glyph is triggered, it erupts with magical energy in a 20-foot-radius sphere
                                                
                                            
                                                
                                                     druidic theories on the cycle of life and death (worth 150 gp). Cubbyholes in the desk hold 365 gp and four agate gems (20 gp each). 54. Grove Gate Twigs and roots are piled on the floor of this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     a DC 20 Intelligence (Arcana) check. When a creature other than Teremini opens the door, a 20-foot-radius sphere of fire explodes from the glyph. Each creature in that area must make a DC 17 Dexterity
                                                
                                            
                                                
                                                     effort. V21: Drawbridge The castleâs drawbridge is lowered over the murky moat.
 Sothâs rank-and-file soldiers use this gate to enter the keep. Drawbridge. To raise or lower the wooden drawbridge, both
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     that lifting a bottle of Baldurâs Gate pinot noir from the rack unlocks the door and allows it to be pushed open. C12. Smoking Room This room contains the following features: One guard in House
                                                
                                            
                                                
                                                     successful DC 16 Strength (Athletics) check. If the box is opened by any means other than a golden key, poison gas sprays out from holes in the underside of the lid, filling a 15-foot-radius sphere centered
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     four heads to watch in all directions. If the guard at the gate sounds the alarm, these creatures move to hold the mouth of the entryway until help arrives from area 3, area 18, or areas 21â25. The
                                                
                                            
                                                
                                                    . Chest 1 is unlocked and trapped. If its lid is lifted, poisonous gas billows forth and spreads out to fill a 10-foot-radius area around it. Those within the cloud when it erupts must succeed on a DC 15
                                                
                                            
                                        






