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                        Returning 35 results for 'touch of walking with'.
                    
                
                        
                            
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                                        touch of willing with
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    .
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you canât use it again until you
                                                
                                            
                                                
                                                     finish a short or long rest.
Frost Friend. You have resistance to fire damage.
Icy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    . Splugoth can take the Disengage or Hide action as a bonus action on each of his turns.
Touch of Madness. Splugoth has advantage on saving throws against being charmed or frightened.Multiattack. Splugoth
                                                
                                            
                                                
                                                     walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     of power (see the Dungeon Masterâs Guide) in addition to the following properties.
Animate Walking Statues. You can expend 1 or more of the staffâs charges as an action to animate or
                                                
                                            
                                                
                                                     deactivate one or more of the walking statue of Waterdeep;walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended
                                                
                                            
                                        
                                                    Demogorgon
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with
                                                
                                            
                                                
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61â80
âIf you donât agree with me, Iâll beat you into submission to get my way.â
81â00
âI canât allow anyone to touch anything that belongs to
                                                
                                            
                                        
                                                    Spider Climb
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
                                                
                                            
                                                
                                                    Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
                                                
                                            
                                                
                                                    Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     following properties, which work only while itâs on your person. Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once
                                                
                                            
                                                
                                                     you use this property, you canât use it again until you finish a short or long rest. Frost Friend. You have resistance to fire damage. Icy Mantle. As an action, you can touch yourself or another
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
                                                
                                            
                                                
                                                    . The first time during a combat that a creature attacks you with a metal weapon, that creature has disadvantage on the attack roll.
Metal rusts in response to your touchâincluding metal armor you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
                                                    
                                                
                                            
                                                     of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity
                                                
                                            
                                                
                                                     hear whatâs happening on and around the vessel as though you were standing in a location of your choice aboard it. Transfer Attunement. You can use an action to touch a willing spellcaster. That creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     walking speed is 30 feet. Celestial Resistance. You have resistance to necrotic damage and radiant damage. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
                                                
                                            
                                                
                                                     darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     wooden ladle hangs from a lanyard looped around the lidâs knob.
 Bavlornaâs cauldron is 4 feet in diameter and 3 feet tall. The cauldron is hot to the touch, because it is being heated by the coals
                                                
                                            
                                                
                                                     has a walking speed of 30 feet and returns to its spot over the coals after 10 minutes. If the cauldron scuttles away, a magmin emerges from within the pile of hot coals. It introduces itself as the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     hearth and forge, the cold of high mountain air, the spark of inspiration, and the scouring touch of acid that purifies. Metallic Dragonborn Traits You have the following racial traits. Creature Type
                                                
                                            
                                                
                                                    . You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Metallic Ancestry. You have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     used his magic to turn Wyllowâs new friend against her. The heartbroken druid slew Crissann in the woods with the help of several forest creatures and vowed never to let another mortal touch her
                                                
                                            
                                                
                                                     hope of being rid of him. Wyllowâs Statistics Wyllow is a moon elf archdruid (see appendix A), with these changes: Wyllow is chaotic neutral. She has these racial traits: Her walking speed is 35 feet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     owner (see âPersonalityâ below). The Blackstaff has the magical properties of a staff of power (see the Dungeon Masterâs Guide) in addition to the following properties. Animate Walking Statues. You can
                                                
                                            
                                                
                                                     expend 1 or more of the staffâs charges as an action to animate or deactivate one or more of the walking statues of Waterdeep (see appendix B). You must be in the city to use this property, and you can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    The Walking Statues Over a century ago, just one of these eight behemoth statues stood visible at the northern foot of Mount Waterdeep, on a bluff called Gull Leap. Ninety feet tall, it resembled a
                                                
                                            
                                                
                                                     more walking statues suddenly appeared in the city, wandering to wreak havoc even as the Sahuagin Humbled remained motionless. The authorities and citizens of Waterdeep succeeded in stopping three of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .  Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern
                                                
                                            
                                                
                                                     within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. Spring. When you use your Fey Step, you can touch one willing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    , giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a
                                                
                                            
                                                
                                                     you, provided it isnât behind total cover. Your eyes also turn black or become writhing sensory tendrils. You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     blight, death ward 17th cloudkill, raise dead  Experimental Elixir Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch
                                                
                                            
                                                
                                                     empty flask you touch, and you choose the elixirâs effect from the Experimental Elixir table.  Experimental Elixir   d6 Effect   1 Healing. The drinker regains a number of hit points equal to 2d4 + your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixirâs effect, which is triggered when someone drinks the elixir. As an action
                                                
                                            
                                                
                                                     do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixirâs effect from the Experimental Elixir table. Creating an experimental elixir requires you to have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     empty flask you touch. Roll on the Experimental Elixir table for the elixirâs effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it
                                                
                                            
                                                
                                                     create the elixir in an empty flask you touch, and you choose the elixirâs effect from the Experimental Elixir table. Experimental Elixir    d6 Effect 
     1  Healing. The drinker regains a number of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Timed Events The following events occur at specific times throughout the evening. Hour 1: Welcome Gifts Shortly after the carnival opens for business, read: A twelve-foot-tall walking tree garlanded
                                                
                                            
                                                
                                                    ), and the squirrel is its trusty companion, Red (see âDragonfly Ridesâ earlier in the chapter). As Northwind encourages onlookers to catch the falling seeds before they touch the ground, Red hands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     (7d12 + 7) hit points, and walking and climbing speeds of 10 feet. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Its ability scores are as
                                                
                                            
                                                
                                                     snail yields no XP. A detect magic spell reveals a powerful aura of abjuration magic around the snail. A creature that uses an action to touch the living snail gains 6 temporary hit points that last
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     any other noise. Without the use of magic, any creature walking through the tomb must succeed on a DC 12 Dexterity (Stealth) check to remain quiet. Moving through pottery shards imposes disadvantage on
                                                
                                            
                                                
                                                     enemy.â
 If the spirit successfully inhabits the character, give the player Shagambiâs card (see appendix F). If the attempt fails, the spirit returns to the mandolin and waits for another character to touch it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     to 160 years. Size. Aasimar have the same range of height and weight as humans. Speed. Your base walking speed is 30 feet. Darkvision. Blessed with a radiant soul, your vision can easily cut through
                                                
                                            
                                                
                                                     Resistance. You have resistance to necrotic damage and radiant damage. Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     least 1 hit point. 31â40 When you hit with a weapon attack while attuned to the artifact, the target takes an extra 1d6 damage of the weaponâs type. 41â50 While attuned to the artifact, your walking
                                                
                                            
                                                
                                                     on saving throws against spells. 06â10 The first time you touch a gem or piece of jewelry while attuned to this artifact, the value of the gem or jewelry is reduced by half. 11â15 While attuned to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     Intelligence, Wisdom, or Charisma (choose when you select this feat).  Planar Infusion   Plane Damage Resistance Cantrip   Chaotic Outer Plane Poison Minor illusion Evil Outer Plane Necrotic Chill touch
                                                
                                            
                                                
                                                     time on a turn, takes 1d8 force damage. 3 Unbound. When you move, you can use some or all of your walking speed to teleport yourself once, along with any equipment youâre wearing or carrying, up to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     know what else to do with the figurehead except store it here, out of the public eye. He fears the figurehead is tainted by demonic magic and has warned his staff not to touch it. A detect evil and good
                                                
                                            
                                                
                                                     to possess a character on its next turn. A possessed host will attempt to leave the Town Hall by the northern exit and drown itself in Lac Dinneshere by walking out onto the ice until it breaks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     saving throws against being charmed for the next 24 hours. The statue can affect a creature only once every 24 hours. Aberrations and creatures that canât be charmed are unaffected if they touch the
                                                
                                            
                                                
                                                     sphere that rises 10 feet toward the waterâs surface every round on initiative count 20. Creatures that touch the cloud must make a DC 14 Constitution saving throw. On a failed save, the creature is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     the figurine causes it to walk in a straight line at a speed of 5 feet for 10 minutes. At the end of every minute of operation, the owlbear changes from walking on all fours to walking on its hind
                                                
                                            
                                                
                                                     mechanisms are inaccessible; whatâs needed here is a delicate touch and a keen ear. See the âVariant: Skills with Different Abilitiesâ section in the Playerâs Handbook for guidance on how one makes a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    â38 A human woman and a warforged with a silvered body are walking down the street together. They're too well dressed for this district, and are looking around as if lost. 39â42 A Khoravar half-elf in
                                                
                                            
                                                
                                                     old man dressed in noble finery appears. "Get off my lawn!" the figure gripes. 97â98 An elf child with a faerie dragon on a leash walks toward you and asks if you'd like to touch the exotic pet. 99
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     H13. Icicle-Filled Cave This cavern has a ten-foot-high ceiling covered with icicles that nearly touch the floor, forming thin stalactites. Several of these icicles have been broken off, leaving
                                                
                                            
                                                
                                                     ice suggest a half-hearted attempt to excavate the remains.
 A frost giant named Vlagomir was walking across the glacier when Ythryn fell to its doom. The giant was crushed to death as the Netherese
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     surface, looking like a frozen, desiccated corpse sitting in the snow. If the characters are close enough to touch the corpse, theyâre already on the dragonâs back. If they attack or otherwise
                                                
                                            
                                                
                                                     a fight. If a stat block becomes necessary, the dwarves are lawful good scouts, with these changes: Dwarf Traits: They have a walking speed of 25 feet and darkvision out to a range of 60 feet. They
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     one? âThe next timeâ in the spell description indicates that the extra damage applies only once, the first time you hit a creature after you finish casting the spell. Is the chill touch spell intended
                                                
                                            
                                                
                                                     as a way of foiling any creature that has Regeneration? Chill touch does, indeed, stop the target it hits from regaining hit points until the spell ends. This is true even if the target takes none of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     stone. They don gargoyle masks and use a finely honed sense of touch to measure their surroundings by contact with the ground. They avoid speaking, or extraneous thought for that matter. They live only
                                                
                                            
                                                
                                                    .
 Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).
 Actions
 Multiattack. The monk makes two melee
                                                
                                            
                                        






