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                        Returning 19 results for 'ground continuous linking'.
                    
                
                        
                            
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                                        ground continues living
                                    
                                
                                    
                                        ground contiguous living
                                    
                                
                                    
                                        ground continues lacking
                                    
                                
                                    
                                        ground contiguous linking
                                    
                                
                                    
                                        ground contiguous leaking
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
                                                
                                            
                                                
                                                    A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
                                                
                                            
                                        
                                                    Orcus
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands
                                                
                                            
                                                
                                                    .
A Taste of Undeath. Orcus casts chill touch (17th level).
Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     creatures whose combined average hit points don’t exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands
                                                
                                            
                                                
                                                     Tail or Necrotic Bolt attack.
Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and
                                                
                                            
                                        
                                                    Wind Wall
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8
                                                
                                            
                                                
                                                    A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a
                                                
                                            
                                                
                                                     rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
                                                
                                            
                                                
                                                     from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a
                                                
                                            
                                                
                                                     rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as
                                                
                                            
                                                
                                                     from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     take a break from adventuring. Serials A serialized campaign is one continuous story broken up into smaller parts that flow naturally from one to the next. It often has one or more overarching threats
                                                
                                            
                                                
                                                     will come next as the campaign builds toward a satisfying conclusion. Linking Adventures. In a serialized campaign, make connections between the end of one adventure and the start of the next to help it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     engaged in continuous battles with one another. Lair Actions On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same
                                                
                                            
                                                
                                                     in the lair. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     engaged in continuous battles with one another. Lair Actions On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same
                                                
                                            
                                                
                                                     in the lair. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     continuous, with each play session comprising a complete adventure. The largest shared campaigns are administered by the D&D Adventurers League and overseen by Wizards of the Coast. You can also
                                                
                                            
                                                
                                                     conduct. Because people who don’t normally play together might end up at the same table in a shared campaign, it can be helpful to establish some ground rules for behavior. On the broadest level, everyone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     the Wand of Orcus, Orcus conjures Undead creatures whose combined average hit points don’t exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within
                                                
                                            
                                                
                                                     Necrotic Bolt attack.
 Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     characters each have a round to cast a spell or drink a potion. But otherwise, the action is continuous. Dropping out from behind a dark cloud is an airship held aloft by a large balloon — emblazoned with
                                                
                                            
                                                
                                                     to descend slowly to the ground. To prevent this from happening, the characters must destroy the needle (AC 10, 75 hit points, immunity to poison and psychic damage, and vulnerability to bludgeoning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     the dragon’s territory, which holds a deadly artifact at its center. 
   5  A gold dragon has decided to burn a plague- infected city to the ground, sacrificing the residents to limit the contagion’s
                                                
                                            
                                                
                                                     dying wish of a heroic warrior they both loved. 
   6  After a young gold dragon freed a djinni from servitude, the djinni installed a portal linking the dragon’s lair to the djinni’s citadel on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    .
 Prismari Professor of Expression  Professors of expression embody the flare of Prismari magic. Using continuous motion, fluid grace, and interweaving steps, these teachers channel the elements of
                                                
                                            
                                                
                                                     four languages
 Challenge 7 (2,900 XP) Proficiency Bonus +3
 Water Walking. The professor can walk across water and other liquids as if they were solid ground.
 Actions
 Multiattack. The professor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Keep Locations K1. Front Gate The keep’s main entrance features a two-story gatehouse attached to a round tower. Arrow slits look out onto the ground outside the gate. The gate itself is a double
                                                
                                            
                                                
                                                     gatehouse passage, read the following text: This is the ground floor of the gatehouse tower. A door leads to the east, and stairs climb to the floor above. Arrow slits in this room offer a view of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     complete this activity, a character must perform three sets of continuous squats and succeed on three incrementally harder Constitution checks—DC 10, DC 13, and DC 16, respectively. A character who
                                                
                                            
                                                
                                                     either fails by 5 or more or succeeds. In the former case, the character falls prone and takes 3 (1d6) bludgeoning damage from being pulled to the ground by the tree. In the latter case, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    ) check reveals marks in the mud on the ground — some of the bones were recently dug up by webbed humanoid hands. Worshipers of Koolooshidoop The middle of the gorge (area C7) is connected to a lake in the
                                                
                                            
                                                
                                                     saving throw equals 10 + the number of continuous hours spent in the cove’s water. If the hags die or leave the cove, this effect ends 1d10 days later. Elkahraal Elkahraal is a marid in search of skilled
                                                
                                            
                                        





