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                        Returning 35 results for 'grasp contain land'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     following properties, which work only while itâs on your person.
Wind Step. As an action, you fly up to 20 feet. If you donât land at the end of this flight, you fall unless you have
                                                
                                            
                                                
                                                     another means of staying aloft.
Comforting Wind. You canât suffocate.
Windâs Grasp. As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     grasp, landing in its space.
If your winning result on the opposed attack roll was a Critical Hit, you can choose for the weapon either to land in a space of your choice up to 15 feet from the target, or to land in your hand if you have a free hand.
                                                
                                            
                                                
                                                     remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     deeply embedded magical compulsion to obedience.
Treasure Hungry. The hag had a particular love of silver, and was loath to allow even the smallest bit of that metal to slip through her grasp. Her
                                                
                                            
                                                
                                                     bad luck a gull might happen to land near a crab folk lair and utter the right combination of cries to summon up this ancient compulsion. Driven to action, the crab folk rampage along the coast
                                                
                                            
                                        
                                                    Tortle
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    The Tortle Package
                                                    
                                                
                                            
                                                     discover new customs and new ways of doing things. The urge to procreate doesnât kick in until the end of a tortleâs life, and a tortle can spend decades away from its native land without
                                                
                                            
                                                
                                                     put to use when building forts to contain their offspring.
Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Fog Cloud, Hold Person, Ray of Frost 5 Sleet Storm 7 Ice Storm 9 Cone of Cold   Temperate Land   Druid Level Circle Spells   3 Misty Step, Shocking Grasp, Sleep 5 Lightning Bolt 7 Freedom of Movement 9
                                                
                                            
                                                
                                                     section presents the Circle of the Land subclass. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites
                                                
                                            
                                        
                                                     Weapon Property
                                                    
                                                    
                                                
                                            
                                                    A Disarming weapon can catch a foe's weapon, allowing you to remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action
                                                
                                            
                                                
                                                     something the target can drop, the weapon falls from the target's grasp, landing in its space.
If your winning result on the opposed attack roll was a Critical Hit, you can choose for the weapon either
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     territory to their former minions. The yuan-ti crawled away and hid in a matter of weeks, all but disappearing from the world. Yuan-ti structures throughout the land were torn down to celebrate liberation
                                                
                                            
                                                
                                                     youâre roleplaying a yuan-ti, the following tables contain possible inspiration. They suggest characteristics that a yuan-ti might possess.
Yuan-ti Personality Traits
d8
Personality
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    From the Tome of Strahd  I am the Ancient. I am the Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a
                                                
                                            
                                                
                                                     wanted fall from my grasp forever.
 It was a thousand feet through the mists. No trace of her was ever found. Not even I know her final fate. Arrows from the castle guards pierced me to my soul, but I
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while itâs on your person. Wind Step. As an action, you fly up to 20 feet. If you donât land
                                                
                                            
                                                
                                                     at the end of this flight, you fall unless you have another means of staying aloft. Comforting Wind. You canât suffocate. Windâs Grasp. As a reaction when you fall, you can cause yourself to take no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     between the segments contain a multitude of hungry astral predators. The creatures trapped in the segments donât traverse the wreck for this reason. When the characters enter one of these areas, roll on
                                                
                                            
                                                
                                                     lock himself in his quarters, where one of the safe roomâs ward runes is located. Characters approaching this wreck segment can land on either the sterncastle deck (area Z1a) or in the companionway
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     acquire. The gate spell is more reliable, assuming the caster knows of the demiplane. A demiplane can be as small as a single chamber or large enough to contain an entire realm. For example, a
                                                
                                            
                                                
                                                     Mordenkainenâs magnificent mansion spell creates a demiplane consisting of a foyer with multiple adjoining rooms, while the land of Barovia (in the Ravenloft setting) exists entirely within a demiplane under
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Gate spell is more reliable, assuming the caster knows of the demiplane. A demiplane can be as small as a single chamber or large enough to contain an entire realm. For example, a Mordenkainenâs
                                                
                                            
                                                
                                                     Magnificent Mansion spell creates a demiplane consisting of a foyer with multiple adjoining rooms, while the land of Barovia exists entirely within a demiplane under the sway of its vampire lord, Strahd
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     ghostly grasp of its ancestors. The past canât be forgotten or left behind, because the spirits haunting the land embody that past. The social order canât change, because the restless dead enforce the old
                                                
                                            
                                                
                                                    , Mordent is a quiet domain of peaceful country estates that sprawl across rolling moors. Landowners of the aristocratic class maintain a pretense of being the benevolent custodians of the land and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     few walled enclosures that contain several such dwellings can occasionally be found a short distance away from the roads and rivers that run through or near the Fields. The folk of this land are kind
                                                
                                            
                                                
                                                     wind almost always blows here, and it isnât uncommon to smell salt in the air even dozens of leagues inland. Though this land is uncivilized, it isnât barren. Even if many monsters hide in the tall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     native land without feeling homesick. Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing
                                                
                                            
                                                
                                                     learning skills they can put to use when building forts to contain their offspring. Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Cities and Sites The clans of the Shadow Marches primarily live in small towns and villages, their huts raised above the swamps on stilts. The Shadow Marches contain many manifest zones tied to
                                                
                                            
                                                
                                                     the Marches travel by ship to the port city of Zarashâak. Built on stilts and known for its cuisine and music, Zarashâak offers the rare exports of the land without the difficulty of navigating the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     carved into the stone. These records contain only what the librarians were able to write down. Even with their network of messengers and informants, and the visions they receive using the powers of
                                                
                                            
                                                
                                                     doorway in runes that anyone who knows Dwarvish or Giant understands: The past is a crystal, for it can be seen from many facets yet it always remains the same. 
 These rooms contain crystals of many
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Mist Walker The Mists grip all who tread the Domains of Dread, but you know how to slip through their grasp. You can navigate the Mists successfully given enough time and a little luck, but this
                                                
                                            
                                                
                                                     trait, you must know the name of the domain you have chosen as your destination, but you donât need to have previously visited that land. This trait doesnât allow you to bypass domain borders closed by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     deluded himself into believing that hope and happiness are the keys to Vallakiâs salvation. If he can make everyone in Vallaki happy, the burgomaster thinks that the town will somehow escape Strahdâs grasp
                                                
                                            
                                                
                                                     leading up to the festival, Baron Vallakovich has begun arresting local malcontents and throwing them in the stocks so that his efforts arenât ruined by âthose of little hope or faith.â There is no light in the eyes of the men that feed off this land. They are as dead as the dead.
 âStrahd von Zarovich
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     between Hassantyrâs Street and Tarnath Street. House Margaster. The Margasters are an Illuskan family whose business interests lie in land-based shipping and bulk goods trading. The house also has a quiet
                                                
                                            
                                                
                                                     history of wizardry. The family motto is âNothing is beyond our grasp.â The Margaster family estate is situated between Stabbed Sailor Alley and Shattercrock Alley in the North Ward. House Phylund. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Adventures in Tepest The horror of Tepest rises from its mysterious wilderness and the seemingly idyllic community of Viktal. Here, dread lies in contrasts. Tree branches grasp like claws while every
                                                
                                            
                                                
                                                     inescapable hostility of the natural world holds sway. Harsh weather casts a pall over the land, and predators and dangerous plant creatures haunt the forests. Any kind of Fey creature might dwell in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Magic and Metaphysics  Eerie vendors such as those at the Carnivalâs
Litwick Market deal in unique Mist talismans The Dark Powers manipulate the domains and creatures within their grasp in the most
                                                
                                            
                                                
                                                    . In the Land of the Mists, death isnât an escape, but the beginning of a new terror. Soulless Shells. Not every being among the Domains of Dread has a soul. Many inhabitants of each domain are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    .
 Child of a Savage Land. You were born into a lawless realm where violence was the only constant. How have you adapted to life on the other side of the Labyrinth? Are you superstitious, refusing to adapt
                                                
                                            
                                                
                                                     wards. Who knows what ancient artifacts and treasures it might contain? Blood Crescent House Tharashk established this tiny port at the end of the Last War. The house hopes to gain access to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     available, possibly from an inn or a trading post. Other goods are available from traveling merchants. Organizations: A village might contain one or two temples or shrines, but few or no other organizations
                                                
                                            
                                                
                                                     dispersed around a large area of land. Farmers live on their land, which spreads them widely around the village center. At the heart of the village, a handful of structures cluster together: a well, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    -powered gnomish contraption doesnât travel at a normal rate, since the magic, engine, or wind doesnât tire the way a creature does and the air doesnât contain the types of obstructions found on land. When a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                      Sleet Storm 
   7  Ice Storm 
   9  Cone of Cold 
    Temperate Land    Druid Level Circle Spells 
     3  Misty Step, Shocking Grasp, Sleep 
   5  Lightning Bolt 
   7  Freedom of Movement
                                                
                                            
                                                
                                                     section presents the Circle of the Land, Circle of the Moon, Circle of the Sea, and Circle of the Stars subclasses. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Chapter 13: The Amber Temple  A secret society of good-aligned wizards built the Amber Temple in the Balinok Mountains more than two thousand years ago. They needed a vault in which to contain the
                                                
                                            
                                                
                                                     with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed into a vampire, and the Dark Powers turned his land into a prison. Strahd has returned to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     creature flying from one floor to land on another must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone upon landing. Ranged Attacks. Due to the weird gravity, creatures have disadvantage on
                                                
                                            
                                                
                                                    , read: The skull turns to black ash that floats away, and the eight gems embedded in it fall to the ground.
 The gems that contain souls gleam with inner light. If such a gem is crushed, the soul is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     uncivilized area might have a single trading post that stands at the edge of a wild frontier, but no larger settlements. In addition to settlements, a province might contain ruined villages and towns
                                                
                                            
                                                
                                                     an area depends on the dominant society, the population, the strategic importance or vulnerability of the region, and the wealth of the land. Weird Locales Weird locales make the fantastic and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    , which contain their belongings but nothing of value. The Dancing Fire Stanimir introduces himself and welcomes the characters to his camp. If they deliver Duchess Morwenâs warning, read: Stanimir laughs
                                                
                                            
                                                
                                                     bonfireâs core.
 âWe come from an ancient land whose name is long forgottenâa land of kings. Our enemies forced us from our homes, and now we wander the lost roads.â
 The dark shape in the fire takes the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must
                                                
                                            
                                                
                                                     be inscribed with symbols of the orbâs opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
                                                
                                            
                                                
                                                     Their Weapons. Five of these statues grasp giant-sized weapons that can be removed. Thrymâs weapon is missing and can be found in area 7. Removing any of these weapons from the dungeon causes it to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     loath to allow even the smallest bit of that metal to slip through her grasp. Her spell gave the crab folk an insatiable love for silver. When they see it, all crab folk feel an irresistible urge to
                                                
                                            
                                                
                                                    , to harangue the crab folk with its cries and drive them to war. Today, by a stroke of bad luck a gull might happen to land near a crab folk lair and utter the right combination of cries to summon up
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     other land dwellers.
 Like sharks, sahuagin are at their most aggressive when their prey spills blood in the water. Their Blood Frenzy trait represents this increased ferocity. Though it can prove a
                                                
                                            
                                                
                                                     otherwise specified. Coffers are 3 feet long by 2 feet wide and stand 2 feet high; they are used to store personal possessions. Many of the area descriptions in levels 2 and 3 contain references to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     Coast Adventurerâs Guide contain a number of character backgrounds that are well suited for this adventure. If your players are having trouble fleshing out their charactersâ backgrounds, share the
                                                
                                            
                                                
                                                     Syndra Silvane. A terrible curse has befallen her, and she needs your help to end it. The quest will take you to Chult, a distant land where you can win fame and renown. Faction Agent Sword Coast
                                                
                                            
                                        






