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                        Returning 35 results for 'gathers connect light'.
                    
                
                        
                            
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                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     can't use this trait if she's incapacitated.
Shadow Step. When Rosie is in dim light or darkness, she can use a bonus action to teleport 60 feet to an unoccupied space she can see that is also in dim
                                                
                                            
                                                
                                                     light or darkness. She then has advantage on the first melee attack she makes before the end of the turn.
Innate Spellcasting. Rosie's innate spellcasting ability is Wisdom (spell save DC 12). She can
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
                                                
                                            
                                                
                                                     changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.
Halaster’s abilities far
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
                                                
                                            
                                                
                                                     the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of
                                                
                                            
                                                
                                                     and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an
                                                
                                            
                                                
                                                     rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns
                                                
                                            
                                                
                                                    .
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    W11. Spiral Staircase This turret contains a stone spiral staircase. Windows in the outer wall allow light to enter. The stairs connect all three levels of the winery.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Chapter 1: Rise of Elemental Evil  A terrible threat gathers in the North. Throughout this region of the Forgotten Realms, savage marauders bring destruction. Monsters are on the prowl, preying on
                                                
                                            
                                                
                                                     abandoned keeps that connect to an underground fortress once part of an ancient dwarven kingdom. Within those chambers are the remnants of a temple built by drow worshipers of Elemental Evil. Each of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                    Settler Camp Circled wagons, tents, cook fires, and supply crates comprise the sprawling settler camp outside town. Most the town’s business takes place here, as the town council gathers regularly to
                                                
                                            
                                                
                                                    . Merrygold Brightshine This amiable male halfling is the local priest of Lathander, god of light. Merrygold helped found the town following its reconstruction and is loved by its people. Valdi
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     (choose when you select this race). Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness
                                                
                                            
                                                
                                                     ability to understand it in return. Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage. Once you discover that all oceans connect to the Elemental Plane of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                    . At night Leilon’s town council gathers within to discuss the business of the town and active threats in the region. The councilors include: Grizzelda Copperwraught. Lord Neverember tasked this gruff
                                                
                                            
                                                
                                                     local priest of Lanthander, god of light. Merrygold helped found the town following its reconstruction and is loved by its people. Valdi Estapaar. Lord Neverember gave this half-elf female the job of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     a vaulted ceiling. Light shines into the room through tall windows facing the mountains to the south. One corner of the hall holds a collection of plain cots and empty chests, and nearby stands a
                                                
                                            
                                                
                                                     large wooden table.
 Each character has a cot and an empty chest assigned to them. Three small private rooms connect to this hall, which the characters may use as they please. Solamnic Statuary
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     descriptions assume the characters have a light source or some other means of seeing in the dark. Ceilings. The chambers in the ruins have 20-foot-high ceilings, with 10-foot-high ceilings in the tunnels that
                                                
                                            
                                                
                                                     connect them. Failing Magic. Ancient magical defenses still ward the ruins. Creatures in the ruins can’t use teleportation or any type of planar travel to leave the Old City; magic that creates such an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Derro Lair Features The derro lair has the following features: Ceilings. The lair’s rough-hewn chambers have low, 6-foot ceilings. The natural caverns that connect the chambers have ceilings as tall
                                                
                                            
                                                
                                                     descriptions assume the characters have a light source or other means of seeing in the dark. Loose Rubble. Much of the central lair is blocked by rubble that would require days to clear, but some areas have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     called the Runestone. The crystal radiates bright blue-white light in a 120-foot radius and dim light for an additional 120 feet. Halaster’s red-glowing rune floats inside it. The Runestone is a Large
                                                
                                            
                                                
                                                     appear to originate from the rune lodged inside it. Halaster can end the link at any time (no action required). While Halaster is linked to the Runestone, its light changes from blue-white to red
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    22: Workers’ Chambers These sparse living quarters contain desks, beds, and shelves. Red doors connect areas 22b, area 22c, and area 22d to area 22a and the hallway to the west. 22a: Communal Room A
                                                
                                            
                                                
                                                     tattered oilcloth lies in one corner of this room. When uncovered, the orb shines light as if affected by the Continual Flame spell. 22d: Prisoner’s Remains Skeletal remains of an escaped prisoner lie in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Doors and Landings Endless doors along the staircase connect it to destinations throughout the multiverse. These doors function as planar portals (see the Dungeon Master’s Guide) and are typically
                                                
                                            
                                                
                                                     and their respective doors. The doors and their landings are altered by planar magic, taking on characteristics of their destinations. Red light seeps from the seams of a gloomy, jet-black door to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     of the horizon in all directions. Statues of gods, champions, and oracles adorn the shrine, and each deity has an altar in a distinct alcove. Towering pillars of light rise from each altar and vanish
                                                
                                            
                                                
                                                     into the starry night sky. Unseen in the heavens above, these pillars connect to counterparts in an identical temple in the foyer to Nyx—the entrance, as it were, to the realm of the gods. The few
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     from the caravan. Instead, they head for the north side of the city before looking for a place to spend the night. Everyone who the characters know to be associated with the cult gathers at the same
                                                
                                            
                                                
                                                    . The rumor is true, of course, but it can’t be confirmed 100 percent. By asking around, characters learn that the road to the north, called the High Road, used to connect Waterdeep to the city of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     from the caravan. Instead, they head for the north side of the city before looking for a place to spend the night. Everyone who the characters know to be associated with the cult gathers at the same
                                                
                                            
                                                
                                                     north. The rumor is true, of course, but it can’t be confirmed 100 percent. By asking around, characters learn that the road to the north, called the High Road, used to connect Waterdeep to the city
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    , typically by shedding light on the suspect’s motive, means, or opportunity. Some clues connect the wrong suspect to the crime, leading the adventurers in the wrong direction. Eventually, they must find
                                                
                                            
                                                
                                                     NPCs who didn’t commit the crime, but who had the motive, the means, or the opportunity to do so. Suspects might be obvious or could come to light during the investigation. One technique often used in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    .
 The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
                                                
                                            
                                                
                                                     the ceiling connect to shop cellars in the city above. These passages carry voices from Waterdeep, but the sound is distorted so badly that words at one end can’t be discerned by creatures at the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     wand with a light cantrip cast on the end of it and reading a bone-dry biography of Ahghairon, the archwizard who founded Waterdeep. If the characters are being led through Dweomercore by the
                                                
                                            
                                                
                                                    . Pneumatic Tubes The tubes connect to the students’ dormitories (areas 8 and 11). From left to right, the tubes are labeled “Turbulence” (area 8a), “Violence” (area 8b), “Karstis” (area 8c), “Yarek” (area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     and slightly damp. Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius. Chimneys. Two chimneys connect the main
                                                
                                            
                                                
                                                     interior stone surfaces of the lair. These crystals resonate with the dragon’s presence, and glow with a soft inner light. The older the dragon, the deeper the purple color of the crystals.   Map 5.1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     gate chamber (area S12) lies 10 feet below the lower level. Glass staircases connect these levels, as do four elevators powered by magic and hidden gears. Elevators. Each elevator consists of a
                                                
                                            
                                                
                                                     crystal sconces affixed to the walls light all locations in the complex with Bright Light. A creature can turn a sconce on or off by tapping it. Walls, Floors, and Ceilings The walls, floors, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , every nerve singing with the tension in the air all around you.
 Finally, a swirling light begins to flare in the darkness. A barely audible humming shakes you to the core, rising and falling like a
                                                
                                            
                                                
                                                     vast heartbeat in the depths. The glow of faerzress gathers and brightens, creating swirling pools like holes torn in the air. A roar sounds from far away as shadows move in the depths of those pools
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     of the Kingdom of Galifar and holds sway over most of Khorvaire—except for Thrane, which favors the Church of the Silver Flame. Other religions connect specific cultures or communities; the kalashtar
                                                
                                            
                                                
                                                     observe the Path of Light, and the Undying Court guides the elves of Aerenal. Religion is especially important for a paladin, cleric, or druid, yet any character can have faith in a higher power
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     manifests as a shimmering curtain of light—a beautiful aurora that illuminates the night sky and fades before dawn. This powerful magic prevents the next day’s sun from rising above the horizon
                                                
                                            
                                                
                                                     chardalyn—a crystalline substance known to exist only in Icewind Dale. Once he gathers enough of it, Xardorok plans to construct a chardalyn dragon and unleash it upon Ten-Towns. Despite Auril’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     oppressive gloom of the Underdark is replaced by light and a sense of openness that brings back memories of the surface world. The corridor beyond the gates is wide enough for ten people to walk side by side
                                                
                                            
                                                
                                                     formations combining to create a warm and inviting illumination. Looking down is a dizzying experience. Staircases connect to different levels below, and you soon lose count of how far down they go
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     in her home city. Her ability to connect local archaeological objects with their cultural context was unrivaled, so after her graduation, Dr. Dannell became a Varkenbluff faculty member and field
                                                
                                            
                                                
                                                     scientist, accompanying the university’s archaeology crews on digs in the area. On a recent expedition into the nearby Murkmire, the archaeologists unearthed a strange object. Light green, opaque, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     tiefling), helped them buy climbing gear and camping supplies, and then headed to the Hook, Line, and Sinker (the local tavern) for drinks, with plans to get a good night’s rest at the Northern Light (the
                                                
                                            
                                                
                                                     weather is clear) see evidence of dwarf activity, such as tracks that lead up to tunnels carved into the valley’s slopes. Several hundred shield dwarves live in subterranean halls that connect to these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     through the ceiling to reach the surface. Secret Doors. Concealed passages connect a number of the tunnels and chambers of the lair. Their secret doors are magical in nature, with the stone at a
                                                
                                            
                                                
                                                     dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     are visible from the cavern floor. With the small amount of dim light used in the outpost shielded from the cavern floor below, one might walk the entire length of the cleft without becoming aware of
                                                
                                            
                                                
                                                    
 The following features apply throughout the outpost.
 Light. The interior spaces of the outpost are dimly illuminated by lanterns containing phosphorescent fungi, while the exterior is dark
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     you haven’t met.” Tletepecs build villages near the land’s many volcanoes, but travel between villages can be challenging, as the dirt paths that connect them often shift or are blocked. Therefore
                                                
                                            
                                                
                                                    , thanking the gods for their help. Event preparations begin many days in advance and involve the entire village. At the end of the festival’s final night, villagers light the fire eagle: a fireworks-filled
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                     Features The nexus has the following features: Ceiling. The ceiling is 30 feet high.
 Light. The nexus’s elemental pools cast Bright Light.
 Obsidian Construction. The nexus is made from obsidian bedrock
                                                
                                            
                                                
                                                     deal.  Para-elemental Pools   Pool Element Damage   Northeast Ash Fire Southeast Ooze Acid Southwest Ice Cold Northwest Magma Fire  Elemental Pools. The pools are bottomless and connect directly to
                                                
                                            
                                        





