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Returning 26 results for 'such of range degree variants'.
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Spells
Player’s Handbook
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such
as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”
You can also teleport one willing creature. The creature must be within 5 feet of
Spells
Player’s Handbook
raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If
is based on the quality of the raw materials.
Creatures and magic items can’t be created by this spell. You also can’t use it to create items that require a high degree of skill&mdash
Monsters
Spelljammer: Adventures in Space
Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage
. You can use the lizardfolk stat blocks in the Monster Manual to represent them, in addition to the variants described below.
Dimension Door
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe
by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
You can bring along objects as long as their weight doesn't
Equipment
-degree turn. If the helm is destroyed, the keelboat can’t turn.
Movement: Oars
AC 12HP 100; -5 ft. Speed per 20 damage takenSpeed (water) 20 ft.
Movement: Sails
AC 12HP 50; -5 ft. Speed per
20 damage takenSpeed (water) 25 ft.; 15 ft. while sailing into the wind; 35 ft. while sailing with the wind
Weapon: Ballista
AC 15HP 50Ranged Attack Roll: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) Piercing damage.
Fabricate
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw
ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to
-Elf Variants
Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:
Species
Sword Coast Adventurer's Guide
. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red
personality to any great degree. Years of dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others
Gnome
Legacy
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Species
Basic Rules (2014)
get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of
over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Rothé Ordinary rothé resemble musk oxen and have darkvision out to a range of 30 feet. Deep rothé are stunted Underdark variants of rothé. They are Medium instead of Large, have 13 (2d8 + 4) hit
points, and communicate with each other by using magical flashing lights. They have darkvision out to a range of 60 feet and the following additional trait: Innate Spellcasting. The deep rothé’s spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dimension Door Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport to a location within range. You
upward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dimension Door Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport to a location within range. You
upward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You
the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fabricate 4th-level transmutation Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous You convert raw materials into products of the same material. For example, you can
fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fabricate Level 4 Transmutation (Wizard) Casting Time: 10 minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
You convert raw materials into products of the same material. For
example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Fabricate 4th-level transmutation Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous You convert raw materials into products of the same material. For example, you can
fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fabricate Level 4 Transmutation (Wizard) Casting Time: 10 minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
You convert raw materials into products of the same material. For
example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Armor Class 15
Hit Points 500 (damage threshold 20)
Control: Helm
Armor Class 16
Hit Points 50
Move up to the speed of one of the ship’s movement components, with one 90-degree turn. If
Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Weapons: Mangonels (2)
Armor Class 15
Hit Points 100 each
Ranged
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
food taster for a royal family could poison a meal and declare it “safe” after taking a bite. YUAN-TI MALISON VARIANTS: TYPES 4 AND 5
A malison is a yuan-ti that has a blend of human and serpentine
Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
folk who band together for mutual protection. Depending on the crew, this protection can range from taking someone’s side in a tavern brawl or guarding each other’s shops to price fixing or inter-crew
some degree of collective protection. NOTEWORTHY LAWS
Of the city’s nuanced and unreliably enforced laws, the following tend to be the most surprising to newcomers.
Foreign Agents. While traders and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters attacking from range and attacks opponents in melee at random, including the duergar. Both the giant and the guards fight until they drop to 0 hit points. Development Without the characters’ help
BADGES
Working for either the Stone Guard or the Keepers of the Flame grants characters a degree of freedom in Gracklstugh, as they can show the insignia given to them by each faction if they are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
speed of the ship’s propeller, with one 90-degree turn. If the helm is destroyed, the ship can’t turn.
Control: Balloon
Armor Class 12
Hit Points 75
If its balloon is destroyed, a battle
the wind
Weapon: Green Flame Arbalester
Armor Class 15
Hit Points 75
Ranged Weapon Attack: +8 to hit, range 200/800 ft. (can’t hit targets within 60 ft. of it), one target. Hit: 16 (3d10
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
folk who band together for mutual protection. Depending on the crew, this protection can range from taking someone’s side in a tavern brawl or guarding each other’s shops to price fixing or inter-crew
some degree of collective protection. Noteworthy Laws
Of the city’s nuanced and unreliably enforced laws, the following tend to be the most surprising to newcomers.
Foreign Agents. While traders
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
constellations on the building’s outside wall shed dim light out to a range of 15 feet—just far enough to backlight the frost-covered statues that encircle it. Statues. Professor Skant can ascertain that the
. H30. Vlagomir’s Spark This cavern has a fifteen-foot-high ceiling and a smaller, dead-end cave at the back of it. Sticking out of the larger cave’s floor at a sixty-degree angle is a giant-sized
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Chaos can only destroy, and her visions are a tool to ensure that society can live in safety in all variants of the future.
Precognitive Mage
Medium humanoid (any race), lawful neutral
Armor
Spell Attack: +17 to hit, range 60 ft., one creature. Hit: 54 (12d8) radiant damage, and Aurelia can choose another creature she can see within 10 feet of the target. The second creature regains 27 (6d8