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Returning 35 results for 'touch string'.
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touch strike
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Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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->Player's Handbook (2014)
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->Basic Rules (2014)
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->Basic Rules (2014)
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->Basic Rules (2014)
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->Player's Handbook (2014)
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
kite on a blustery plateau. The kite is alive, has a hideous face stretched over its diamond-shaped frame, and cackles in the wind. The kite’s 40-foot-long string has five blue bows tied along its length
at 8-foot intervals, starting about 5 feet from Feenia’s end of the string and ending 5 feet away from the kite. Feenia’s goblin parents, Specklenose and Zolt, live and work in Motherhorn. Three days
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
kite on a blustery plateau. The kite is alive, has a hideous face stretched over its diamond-shaped frame, and cackles in the wind. The kite’s 40-foot-long string has five blue bows tied along its length
at 8-foot intervals, starting about 5 feet from Feenia’s end of the string and ending 5 feet away from the kite. Feenia’s goblin parents, Specklenose and Zolt, live and work in Motherhorn. Three days
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
kite on a blustery plateau. The kite is alive, has a hideous face stretched over its diamond-shaped frame, and cackles in the wind. The kite’s 40-foot-long string has five blue bows tied along its length
at 8-foot intervals, starting about 5 feet from Feenia’s end of the string and ending 5 feet away from the kite. Feenia’s goblin parents, Specklenose and Zolt, live and work in Motherhorn. Three days
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
with a tape measure, string, rulers, or pipe cleaners cut to specific lengths. Another option is a play surface covered by 1-inch hexagons (often called hexes), which makes movement more flexible
another space. If you can trace a line that doesn’t pass through or touch an object or effect that blocks vision—such as a stone wall, a thick curtain, or a dense cloud of fog—then there is line of sight
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
beads on a string. But it’s not the only possible explanation of the river’s course. The World Tree A different arrangement of planes envisions them situated among the roots and branches of a great cosmic
tree, literally or figuratively. For example, the Norse cosmology centers on the World Tree Yggdrasil. The three roots of the World Tree touch the three realms: Asgard (an Outer Plane that includes
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. All hags possess magical powers, and some have an
an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. Dark Lairs. Hags dwell in dark and twisted woods, bleak moors, storm-lashed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
beads on a string. But it’s not the only possible explanation of the river’s course. The World Tree A different arrangement of planes envisions them situated among the roots and branches of a great cosmic
tree, literally or figuratively. For example, the Norse cosmology centers on the World Tree Yggdrasil. The three roots of the World Tree touch the three realms: Asgard (an Outer Plane that includes
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. All hags possess magical powers, and some have an
an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. Dark Lairs. Hags dwell in dark and twisted woods, bleak moors, storm-lashed
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. All hags possess magical powers, and some have an
an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. Dark Lairs. Hags dwell in dark and twisted woods, bleak moors, storm-lashed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
beads on a string. But it’s not the only possible explanation of the river’s course. The World Tree A different arrangement of planes envisions them situated among the roots and branches of a great cosmic
tree, literally or figuratively. For example, the Norse cosmology centers on the World Tree Yggdrasil. The three roots of the World Tree touch the three realms: Asgard (an Outer Plane that includes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
don’t have to use a grid at all. You can track distances with a tape measure, string, craft sticks, or pipe cleaners cut to specific lengths. Another option is a play surface covered by 1-inch
touch an object or effect that blocks vision — such as a stone wall, a thick curtain, or a dense cloud of fog — then there is line of sight. Cover To determine whether a target has cover against an attack
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. 1 CP Scholar’s Pack 22 lb. 40 GP Shovel 5 lb. 2 GP Signal Whistle — 5 CP Spell Scroll (Cantrip) — 30 GP Spell Scroll (Level 1) — 50 GP Spikes, Iron 5 lb. 1 GP Spyglass 1 lb. 1,000 GP String — 1 SP
Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first. Pole (5 CP) A Pole is 10 feet long. You can use it to touch something up to 10
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Whistle — 5 CP Spell Scroll (Cantrip) — 30 GP Spell Scroll (Level 1) — 50 GP Spikes, Iron 5 lb. 1 GP Spyglass 1 lb. 1,000 GP String — 1 SP Tent 20 lb. 2 GP Tinderbox 1 lb. 5 SP Torch 1 lb. 1 CP Vial — 1 GP
(5 CP) A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. 1 CP Scholar’s Pack 22 lb. 40 GP Shovel 5 lb. 2 GP Signal Whistle — 5 CP Spell Scroll (Cantrip) — 30 GP Spell Scroll (Level 1) — 50 GP Spikes, Iron 5 lb. 1 GP Spyglass 1 lb. 1,000 GP String — 1 SP
Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first. Pole (5 CP) A Pole is 10 feet long. You can use it to touch something up to 10
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Whistle — 5 CP Spell Scroll (Cantrip) — 30 GP Spell Scroll (Level 1) — 50 GP Spikes, Iron 5 lb. 1 GP Spyglass 1 lb. 1,000 GP String — 1 SP Tent 20 lb. 2 GP Tinderbox 1 lb. 5 SP Torch 1 lb. 1 CP Vial — 1 GP
(5 CP) A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. 1 CP Scholar’s Pack 22 lb. 40 GP Shovel 5 lb. 2 GP Signal Whistle — 5 CP Spell Scroll (Cantrip) — 30 GP Spell Scroll (Level 1) — 50 GP Spikes, Iron 5 lb. 1 GP Spyglass 1 lb. 1,000 GP String — 1 SP
Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first. Pole (5 CP) A Pole is 10 feet long. You can use it to touch something up to 10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
don’t have to use a grid at all. You can track distances with a tape measure, string, craft sticks, or pipe cleaners cut to specific lengths. Another option is a play surface covered by 1-inch
touch an object or effect that blocks vision — such as a stone wall, a thick curtain, or a dense cloud of fog — then there is line of sight. Cover To determine whether a target has cover against an attack
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
don’t have to use a grid at all. You can track distances with a tape measure, string, craft sticks, or pipe cleaners cut to specific lengths. Another option is a play surface covered by 1-inch
touch an object or effect that blocks vision — such as a stone wall, a thick curtain, or a dense cloud of fog — then there is line of sight. Cover To determine whether a target has cover against an attack
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Whistle — 5 CP Spell Scroll (Cantrip) — 30 GP Spell Scroll (Level 1) — 50 GP Spikes, Iron 5 lb. 1 GP Spyglass 1 lb. 1,000 GP String — 1 SP Tent 20 lb. 2 GP Tinderbox 1 lb. 5 SP Torch 1 lb. 1 CP Vial — 1 GP
(5 CP) A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
laden with cakes, teapots, teacups, and cutlery. Two of the guests are motionless and silent, but the others are engaged in spirited conversation. At the back of the pavilion, a string quartet of
from the pool takes on the consistency of normal water. If one or more characters touch the pool, read: A delicate hand made of water, black as winter’s night, silently breaks the water’s surface
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
laden with cakes, teapots, teacups, and cutlery. Two of the guests are motionless and silent, but the others are engaged in spirited conversation. At the back of the pavilion, a string quartet of
from the pool takes on the consistency of normal water. If one or more characters touch the pool, read: A delicate hand made of water, black as winter’s night, silently breaks the water’s surface
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
laden with cakes, teapots, teacups, and cutlery. Two of the guests are motionless and silent, but the others are engaged in spirited conversation. At the back of the pavilion, a string quartet of
from the pool takes on the consistency of normal water. If one or more characters touch the pool, read: A delicate hand made of water, black as winter’s night, silently breaks the water’s surface
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
poisoned condition. B12. Meat Locker The door to this room is closed and cold to the touch. This room is freezing. Chunks of frozen meat dangle from the ceiling on hooks and chains. Along the walls, more
spell scrolls of identify tied together with a lute string. B19. Bavlorna’s Hoard The door to this room is locked, and Bavlorna has the key on her person. The characters might have a key as well, if
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
poisoned condition. B12. Meat Locker The door to this room is closed and cold to the touch. This room is freezing. Chunks of frozen meat dangle from the ceiling on hooks and chains. Along the walls, more
spell scrolls of identify tied together with a lute string. B19. Bavlorna’s Hoard The door to this room is locked, and Bavlorna has the key on her person. The characters might have a key as well, if
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
locked wooden coffer under his bunk (he keeps the key on a string around his neck). The coffer contains 150 sp, 40 gp, a potion of healing, and a potion of diminution. K4. Castle Yard The area just inside
and touch them whenever he wants. Grimjaw is a wereboar, and he only sleeps a few hours each morning in this room. If confronted here, Grimjaw fights furiously to defend his hoard, roaring in anger
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
locked wooden coffer under his bunk (he keeps the key on a string around his neck). The coffer contains 150 sp, 40 gp, a potion of healing, and a potion of diminution. K4. Castle Yard The area just inside
and touch them whenever he wants. Grimjaw is a wereboar, and he only sleeps a few hours each morning in this room. If confronted here, Grimjaw fights furiously to defend his hoard, roaring in anger
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
poisoned condition. B12. Meat Locker The door to this room is closed and cold to the touch. This room is freezing. Chunks of frozen meat dangle from the ceiling on hooks and chains. Along the walls, more
spell scrolls of identify tied together with a lute string. B19. Bavlorna’s Hoard The door to this room is locked, and Bavlorna has the key on her person. The characters might have a key as well, if
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
locked wooden coffer under his bunk (he keeps the key on a string around his neck). The coffer contains 150 sp, 40 gp, a potion of healing, and a potion of diminution. K4. Castle Yard The area just inside
and touch them whenever he wants. Grimjaw is a wereboar, and he only sleeps a few hours each morning in this room. If confronted here, Grimjaw fights furiously to defend his hoard, roaring in anger
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
decides the characters are trying to string her along, she orders her reavers to attack. The reavers know that most enemies are at a serious disadvantage in the water. If they attack an enemy standing
water weirds are cold and clammy to the touch, and sound half-full if rapped on. A weird can attack only if someone opens the hatch at the top of the vat in which it is contained. Any commotion in