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Returning 35 results for 'gear conjured location'.
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Dimension Door
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Spells
Basic Rules (2014)
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe
exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this
Spells
Lost Laboratory of Kwalish
room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the
can cast this spell again while it is active to maintain the towerâs existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
triggered, the caster hears a scream.
Bigbyâs hand: The conjured hand is skeletal.
Find familiar: The familiar is undeadânot a celestial, fey, or fiendâand is immune to features that turn undead
location. The spirit canât be harmed and doesnât speak.
Fog cloud: Misty, harmless claws form in the fog.
Gust of wind: A ghastly moan accompanies the summoned wind.
Mage hand: The summoned hand is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Modifications At your discretion, a spell can be modified cosmetically to enhance the corrupting nature of Avernus. Here are some examples: Bigbyâs Hand. The conjured hand is a fiendish claw. Find
Familiar. The familiar is an imp. Find Steed. The steed is a nightmare. Find the Path. An imp appears and begrudgingly guides the caster to the desired location while complaining the whole time
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
they arrive at the keep, the characters must proceed to the outer gatehouse (detailed later in this chapter), which functions as a tutorial with helpful sidebars. You can skip this location for
subsequent visits to the keep unless the player characters want to return to it. After the characters visit the gatehouse or whenever they return to the keep, have the players choose a location shown on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Emerald Enclave The characters encounter a band of Emerald Enclave scouts or stumble upon one of their outposts. Choose whichever encounter works best for the circumstances and location. Enclave
required to climb the tree. The platform is 10 feet square and sturdy enough to support six characters and their gear.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
things such as setting up camp and carrying gear. Ideally, a sidekickâs abilities should complement those of the main character. For example, a spellcaster makes a good sidekick for a fighter or
locations marked on both the DMâs map and the playersâ map are described below in alphabetical order. This information is not secret and can be shared with players if they request details about a location.
Map 1: The Sword Coast View Player Version
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
recommending them to that person. (Each location detailed in the âCity Locationsâ section includes potential connections for two character backgrounds.) City Activities Greyhawk is an ideal place for
adventuring gear, and spend their gold. Home Base As a home base for characters, Greyhawk can serve as a place to live, train, and recuperate between adventures. As described under âGetting Players
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice floe and takes 1d6 bludgeoning damage. ROWBOAT STATISTICS
A rowboat has a speed of 1œ miles per hour and can hold up to four Medium creatures and their gear. An undamaged rowboat has AC 11 and 50
are away from the shore, you can randomly determine the lakeâs depth in any given location by rolling a d20 and multiplying the die roll by 10 feet. Conversely, you can just assume the lake is 100 feet deep where the characters are.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcasterâs choiceâtypically a treasure or location. The spectator is a reliable guardian and allows only its
summoner access to what it protects. A spectator might converse with other creatures, openly discussing its orders and the magic-user who conjured it, but it has no ambitions of its own and wonât abandon
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
location. Everything within the dungeon is built to giant scale. Harshnag is familiar with the general features and layout of the complex (except for area 9), but not its traps or current denizens. EYE OF
. Frost covers the floors, walls, ceilings, and furnishings everywhere except for area 7. The frost makes climbing the walls impossible without climbing gear or magic.
Illumination. Interior areas are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
out of the pit. Open Pit This 50-foot-deep pit has walls too smooth to climb without climbing gear or a special climbing trait such as Spider Climb. An antimagic field like that created by an
teleport trap in this room lie unharmed at the bottom of the pit. Teleport Trap This trap fills the alcove. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
floor. The shingled rooftop is high-pitched, covered with moss, and too slippery to climb without magic or climbing gear. Doors and Trapdoors. All doors in the cottage are closed but unlocked, except for
without making noise requires a successful DC 15 Dexterity (Stealth) check. Light. If a location has light sources, the text says so. Otherwise, the area is unlit. Walls and Windows. The cottageâs walls
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Location Overview Icespire Hold is a stone fortress perched on the icy northeast spur of Icespire Peak. A warlord named Delsendra Amzarr built the stronghold, and dwelled there for many years while
altitude of 2,500 feet and surrounded by sheer, icy cliffs. Other features of the location are summarized below.
Arrow Slits. When using an arrow slit for protection, a creature gains three-quarters
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers. Unwitting Servants. Although an ooze lacks the
intelligence to ally itself with other creatures, others that understand an oozeâs need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gear Breastplate, Trident
Senses Darkvision 120 ft.; Passive Perception 17
Languages Sahuagin
CR 5 (XP 1,800; PB +3)
Traits
Blood Frenzy. The sahuagin has Advantage on attack rolls against any
Long Rest. While cursed, the target canât benefit from the Invisible condition, its Speed decreases by 10 feet, and all Fiends within 120 feet of the target can sense its location regardless of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
location of the Frostmaidenâs island and, despite some close encounters with Aurilâs roc, is willing to travel there. Angajukâs boat can hold up to eight Medium creatures and their gear, and up to 1,000
befriended and the characters communicate their desired destination to it, Angajuk takes them where they want to go provided the location is on or in the Sea of Moving Ice. The awakened whale knows the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Climb The climb into the mountains of the Cloud Peaks is incredibly taxing and dangerous. To reach the location marked on the map in Zikranâs abandoned laboratory, the characters must climb for 3
kobolds would deal 5 or more damage to a character with a single attack, it can instead damage the characterâs clothing, rendering it ineffective as cold weather gear until the clothing is mended. A
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
move purposefully through Automataâs perfect street grid. Most travel in sync with the reverberating rhythm of the great, toothed gear that rises like an arch at the gate-townâs center. As you near the
ticking, the gate to Mechanus is the central presence in Automata. Using the gate sends travelers to a location in Mechanus designated by complicated factors predicable only to the modrons overseeing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Downtime Much of the break between episode 5 and 6 will be focused on determining the location of the Sixâs ritual site. The key clue to doing so is knowing that the ritual needs to be
undertaken in a location where the planar boundaries are already thin, and where an existing planar portal is likely already in operation. Still, though the end of the world might be nigh, on the off
Magic Items
Infernal Machine Rebuild
in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during
+1 bonus to initiative rolls.
You are unable to hear any speech louder than a whisper.
17
An exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
helpful instructions for where to find any public location or collection in the Biblioplex. B5. Student Store This small shop is stocked with books, equipment, and gear useful as academic supplies. The
addition to nonmagical gear and clothing, the store also contains the magic items from the âMagic Itemsâ section of chapter 2. B6. Biblioplex CafĂ© One wall of this area is covered with a mural made from a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
the purpose dig a ditch around the desired location, interrupted in places where wide paths provide access to the center of the enclosed area. Inside this ring of excavation are sections of a wooden
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pitâs sheer walls, which are too smooth to climb without climbing gear, magic, or a trait such as Spider Climb.
Sarcophagus. At the bottom of the pit rests a 6-foot-long, 3-foot-wide alabaster
geas spell cast by Halaster compels Zorak to hunt down and destroy the creature bearing the death mark, singling out that target above all others. Zorak knows the exact location of the marked creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual
inspire what a naga knows. Guardian Naga Lore 1d8 The Guardian Naga Recalls... 1 The last words of an ancient sage or leader. 2 The location of a hidden city or continent. 3 A magic word, password, or
+1 +1 Con 12 +1 +1 Ability Score Mod Save Int 10 +0 +0 Wis 11 +0 +0 Cha 10 +0 +0
Skills Perception +2
Gear Chain Shirt, Shield, Spear
Senses Passive Perception 12
Languages Common
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
can use as personal gear. A beholderâs body canât use many kinds of humanoid-type magic items because it doesnât have the body parts to wear them; for example, it canât use gloves or boots because it
art objects that are pleasing to its alien senses. A beholder usually has the location of all its trophies memorized and immediately senses if something is missing or out of place. Clutter is treasure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
percent chance of betraying its location with a giggle or a snicker. The faerie dragon must then relocate itself on its next turn to keep from being caught.
Casting a spell that requires concentration
guestâs weapons and gear, then spends the next hour hiding these items throughout the castle.
Otto reserves its polymorph spell for a truly dangerous adversary, turning that enemy into a frog before
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Incorporated handles parts of the franchiseâs operations, including location procurement, staff management, and other benefits. The monthly fee paid to Acquisitions Incorporated by a starter franchise
âCompany Positionsâ in chapter 2. When they do so, Viari hands out any special position gear and instructs the characters in how best to fulfill their roles. Chapter 2 has more details on these
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
: Noteworthy Locations Location Description District Crystals of Denion This gallery deals in rare and expensive magic items. The selection is limited, and Denion looks for items that are both
Landing Maynardâs Menagerie This Vadalis storefront deals in exotic pets and animal companions, along with barding and other useful gear. Deathsgate, Middle Tavickâs Landing Redbladeâs A comfortable tavern
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hidden from the rest of the world until the end of time. Unfortunately for the wizards, even the will of a god couldnât prevent other evil creatures from learning the templeâs location. The wizards
heat sources, cold weather gear, or magic to protect them are subject to the effects of extreme cold, as described in the âWeatherâ section in chapter 5, âAdventure Environments,â of the Dungeon Masterâs
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
controls one of these routes and therefore controls the quarter of Tyar-Besil that connects to the surface outpost. Infiltrating the Temples Characters who dress in cultist gear might have some success
camp in a cleared Haunted Keep. The elemental prophets divine the charactersâ location and send forces to harass the party. Small bands of cult raiders and mercenaries roam the Sumber Hills, so itâs a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Crafting an Item A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear. Resources and Resolution. In
time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
every location in Muiralâs Gauntlet. The orb loses its magic if it is torn free of the throne, or if the throne is destroyed. Mirror Gate to Level 8. The mirrorâs frame is composed of an assemblage of
popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for 1 minute. When the gate closes, a different random gear pops out slightly






