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Returning 35 results for 'pace are'.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Travel Pace A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in the “Playing the Game”. During any journey stage, the predominant terrain determines the
characters’ maximum travel pace, as shown in the Maximum Pace column of the Travel Terrain table. Certain factors can affect a group’s travel pace.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Travel Pace Travel pace in the Underdark is significantly slower than for overland travel. Not only are the tunnels and passages often difficult terrain with uneven surfaces, but routes in the
) move at their normal burrowing speed, but this isn’t likely an option for the party. Underdark Travel Pace Pace Miles Per Day Effect Fast 8 −5 penalty to passive Wisdom (Perception) scores; no
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Travel Pace Travel pace in the Underdark is significantly slower than for overland travel. Not only are the tunnels and passages often difficult terrain with uneven surfaces, but routes in the
) move at their normal burrowing speed, but this isn’t likely an option for the party. Underdark Travel Pace Pace Miles Per Day Effect Fast 8 −5 penalty to passive Wisdom (Perception) scores; no
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Travel Pace Ships travel at a speed given in their stat blocks. Unlike with land travel, ships can’t choose to move at a faster pace, though they can choose to go slower. If a ship’s mode of movement
takes damage, it might be slowed. For every decrease of 10 feet in speed, reduce the ship’s travel pace by 1 mile per hour and 24 miles per day.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Travel Pace Ships travel at a speed given in their stat blocks. Unlike with land travel, ships can’t choose to move at a faster pace, though they can choose to go slower. If a ship’s mode of movement
takes damage, it might be slowed. For every decrease of 10 feet in speed, reduce the ship’s travel pace by 1 mile per hour and 24 miles per day.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Travel Pace The pace of Underdark travel remains as outlined in chapter 2, and the characters move no slower for traveling with a larger party. Although a portion of the expeditionary force might be
mounted on giant lizards, the lizards travel at the pace of the rest of the party unless they move out ahead. As noted in chapter 2, a fast pace makes it harder for characters to spot ambushers or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Travel Pace A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in the “Playing the Game”. During any journey stage, the predominant terrain determines the
characters’ maximum travel pace, as shown in the Maximum Pace column of the Travel Terrain table. Certain factors can affect a group’s travel pace.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Travel Pace The pace of Underdark travel remains as outlined in chapter 2, and the characters move no slower for traveling with a larger party. Although a portion of the expeditionary force might be
mounted on giant lizards, the lizards travel at the pace of the rest of the party unless they move out ahead. As noted in chapter 2, a fast pace makes it harder for characters to spot ambushers or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Special Travel Pace The rules on travel pace in the Player’s Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members’ walking speeds. The
rate of travel by the number of hours traveled (typically 8 hours). For a fast pace, increase the rate of travel by one-third. For a slow pace, multiply the rate by two-thirds. For example, a character
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Special Travel Pace The rules on travel pace in the Player’s Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members’ walking speeds. The
rate of travel by the number of hours traveled (typically 8 hours). For a fast pace, increase the rate of travel by one-third. For a slow pace, multiply the rate by two-thirds. For example, a character
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Encounter Pace and Tension A good story hooks you in with an interesting introduction, builds tension steadily throughout the story, then reaches a climactic conclusion. It’s not always easy to mimic
characters are resting. You can influence the pace and tension of your adventure by determining where and when the characters can rest. If the characters are exploring a vast dungeon, consider scattering a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Encounter Pace and Tension A good story hooks you in with an interesting introduction, builds tension steadily throughout the story, then reaches a climactic conclusion. It’s not always easy to mimic
characters are resting. You can influence the pace and tension of your adventure by determining where and when the characters can rest. If the characters are exploring a vast dungeon, consider scattering a
Monsters
Spelljammer: Adventures in Space
, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties
Monsters
Strixhaven: A Curriculum of Chaos
to haul adventuring equipment and excavated artifacts—so long as their study isn’t in any particular hurry. Relic sloths travel at an excruciatingly slow pace, deliberating every step and
Monsters
Spelljammer: Adventures in Space
refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray&mdash
Monsters
Spelljammer: Adventures in Space
their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray—rarely rise above the level of nuisances. The larger varieties are more
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. To hasten their pace and teach them to mind her will, the queen shrank their stature and sped up their internal clocks. The queen’s curse gave the quicklings their amazing speed but also
Monsters
Spelljammer: Adventures in Space
of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray—rarely rise above the level of nuisances. The
Magic Items
Acquisitions Incorporated
observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the
Backgrounds
Ghosts of Saltmarsh
the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally
Backgrounds
Baldur’s Gate: Descent into Avernus
You’ve always been fascinated by the glitter and glamor of city life, so different from the slow pace of life in your homeland. Now you’re here, ready to make your mark in the world, but
Backgrounds
Guildmasters’ Guide to Ravnica
are gifts of the angels.
8
I pace when standing and fidget incessantly when forced to sit.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any
Backgrounds
Guildmasters’ Guide to Ravnica
. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of
Expeditious Retreat
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Phantom Steed
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades
magic-items
your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating Frozen Armor
Dungeon Delver
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
the presence of secret doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.
magic-items
attack, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating
monsters
any creature that attacks the Ghostlight Locomotive or that tries to keep pace with, climb, or enter the Ghostlight Express.
If the Ghostlight Locomotive dies, these effects end immediately.PoisonFire, Necrotic
magic-items
attack, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating
magic-items
attack, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so
they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some
magic-items
, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating
magic-items
by a melee attack, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15
magic-items
attack, you can use your Reaction and expend 1 charge from the armor to freeze your attacker in pace. The creature must make a DC 15 Constitution saving throw or be Frozen (DC 15).
Crafting. Creating