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Returning 35 results for 'measure spoils with only anchor feet for long'.
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measures spells with only anchor feet for long
mature spells with only archon feet for long
measure spells with only anchor feet for long
measure spells with only anchored feet for long
measures spells with only archon feet for long
Gladiator
Legacy
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Backgrounds
Player’s Handbook (2014)
a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes
collect local rumors and spread gossip.
3
I’m a hopeless romantic, always searching for that “special someone.”
4
Nobody stays angry at me or around me for long, since I can
Sailor
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator’s tools, vehicles (water)
Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone
Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Variant Sailor: Pirate
Backgrounds
Baldur’s Gate: Descent into Avernus
court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your
place, I collect local rumors and spread gossip.
3
I’m a hopeless romantic, always searching for that “special someone.”
4
Nobody stays angry at me or around me for long
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium
inside. This item also has three command words, each requiring you to use an action to speak it. Folding Boat One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8
inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
determines it randomly. d100 Feather Token d100 Feather Token 01–20 Anchor 51–65 Swan boat 21–35 Bird 66–90 Tree 36–50 Fan 91–00 Whip Anchor. You can use an action to touch the token to a boat or ship
token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc (see the Monster Manual), but it obeys your simple commands
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
). Creatures that convincingly play dead long enough—such as with a feign death spell—can inconspicuously enter the bowels of the Mortuary through Death’s Door. Front Gate. The most obvious path into the
portal’s magic. Roll twice on the table: once to determine the portal’s anchor—where it physically exists—and another to determine its key. For more information on planar portals, see the Dungeon
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
tropical birds flap about. The tiled floor is littered with broken dishes, bird droppings, and other detritus. A wide staircase to the south climbs five feet to a raised gallery that surrounds the room
, which has a head shaped like an anchor, unlocks the painted chest in area 18. The winch mechanism to raise and lower the portcullis (area 4) is on the east wall in the northwest section of the gallery
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3
inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(sp), and the copper piece (cp). With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold
piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
their dangling leaves like long, leathery fingers.
Characters who succeed on a DC 14 Intelligence (History or Nature) check recognize the region’s notorious angul trees, plants that stink of rotting
flesh and drip crimson sap. The trees are harmless, but many travelers find the long, finger-like leaves gliding over them as they pass beneath more than a little disconcerting. The swamp forests of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a small measure of freedom to carry out their labors, under the watchful eyes of the hag’s minions. Loomlurch has the following physical features: Ceilings. Unless otherwise noted, ceilings
throughout Loomlurch are 8 feet high. Doors. Loomlurch’s doors are made of sturdy wood with iron handles and fittings. All doors are unlocked unless the text says otherwise. As an action, a character using
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
harpsichord made entirely of bones, with human, dwarf, ogre, and halfling finger bones for keys. somber music emanates from it.
Carving. Carved into the north wall is a single measure of musical notes
. They are faded and difficult to read.
The bone harpsichord has been enchanted to play on its own but stops when a living creature comes within 10 feet of it. A detect magic spell reveals an aura of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
measure of the demon’s essence, responds to its commands — perhaps hardening to prevent foes from escaping, or erupting in a surge that drags would-be victims into its reach. Silent Corrupters. Creatures
and water.
Corrupt Water. At the start of each of the wastrilith’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
present only a few challenges, and it might take no more than a single game session to complete. A long adventure can involve hundreds of combats, interactions, and other challenges, and take dozens of
sessions to play through, stretching over weeks or months of real time. Usually, the end of an adventure is marked by the adventurers heading back to their home base to rest and enjoy the spoils of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
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
. MALEVOLENT DWELLERS OF THE DEEP
The sahuagin are cruel and vicious in equal measure. Although they are humanoid in form, they have a mindset closer to that of predatory sharks than the outlook of humans or
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, the characters need a reason for Lord Neverember to request their help in chapter 1, even if it’s simply because their heroics are widely known. Regardless, 10th-level characters have already had long
Neverwinter. The emergency involving the missing nobles is the character’s most recent assignment. 2 After a long struggle, the character defeated a powerful sorcerer. In the throes of death, the sorcerer’s
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
changes: A brain breaker has an Armor Class of 14 due to the strange ring mail it wears. A brain breaker has a speed of 30 feet and has a magical flying speed of 30 feet. It can hover. A brain
tasks because the brain breakers fall to fractious infighting without firm leadership. Only by defeating Ghaluzesh can the characters earn a measure of peace for themselves and for the Far Realms allies that support them.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Orb of Dragonkind Wondrous Item, Artifact (Requires Attunement) Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed
measure of control over dragons. Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those who try to wield an orb’s magic but lack sufficient force
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
loud argument that has a 50 percent chance of attracting nearby monsters (roll on the Creature Encounters table in chapter 2) 3–4 Theft or dispute over the division of spoils 5–6 Brawl or other outbreak
the madness effect, roll percentile dice and consult the appropriate table in chapter 8 of the Dungeon Master’s Guide. d6 Madness 1–3 Short-term madness 4–5 Long-term madness 6 Indefinite madness
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
cult’s spoils. Blagothkus honors his agreements as long as the characters pose no threat to him and he gets his way. If they have an airship with Cult of the Dragon members aboard (see the “Airship of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
33. North Dormitory Carved into the walls, 2 feet off the floor, are eleven bare stone shelves meant to serve as beds. Each shelf is 7 feet long and 3 feet deep with an arched ceiling 4 feet above it.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
U6. Standing Stones A dozen moss-covered menhirs form a near-perfect circle in the spongy earth. These weathered stones range in height from 15 to 18 feet. A couple of them lean inward as if to share
: Berez was abandoned long ago after the river rose and flooded the village. An ancient and powerful hag named Baba Lysaga lives in a hut in the middle of the village. When not in her hut, Baba Lysaga flies
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K77. Observation Balcony Two large, wooden thrones rest on this balcony. Behind the thrones hangs a red velvet curtain thirty feet long. The ceiling here is ten feet high. The room continues behind the curtain an additional 10 feet to a wall that has a door in its center.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without
saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
Wall of Sand 3rd-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (a handful of sand) Duration: Concentration, up to 10 minutes You conjure up a wall of swirling sand on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Hidden Storeroom This chamber is hidden behind secret doors and choked with dust and cobwebs. It has the following features: Casks. Five heavy carrying-casks (barrels 3 feet long and 2 feet in
diameter with sturdy rope handles) are stacked in the middle of the room. The ale inside them turned to vinegar and evaporated long ago.
Crate. Next to the casks is a brittle crate containing sixty
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter
Blade Barrier 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Aganazzar’s Scorcher 2nd-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a red dragon’s scale) Duration: Instantaneous A line of roaring flame 30 feet long and 5 feet wide
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
G2. Waterfall and Rope Bridge The waterfall plunges 60 feet, its mist lightly obscuring a 35-foot-long rope bridge firmly anchored to 20-foot-high ledges. The bridge is difficult terrain (see the
Basic Rules), and sags so that its midpoint is only 15 feet above the water. A creature that falls or jumps from the bridge takes no damage if it lands in the water, which is 5 feet deep in the area
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
.
Rise. The castle ascends at a rate of 10 feet per round.
Sink. The castle descends at a rate of 10 feet per round. If it comes into contact with the ground, it lands.
Spin. The castle rotates gently
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Adirohit to reveal the following details: Long ago, Jijibisha Manivarshi made a deal with a wicked god to give her fiendish powers that would ensure her victory in the Shankha Trials. Adirohit was
has complex feelings about this, seeing Adirohit as a tie to her ancient people and one who could restore a measure of what was lost, but also a tempestuous being who destroyed her ancestors. She will
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
teleporting away. Crossroads Confrontation Hulgaz makes her final appearance to the party long after their previous meeting. This encounter takes place at a suitably dramatic location, such as a
aspirations. As before, the charms are designed to bring the characters fortune and woe in equal measure. This time, Hulgaz doesn’t take no for an answer. If the characters refuse to take the infernal






