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                        Returning 35 results for 'travel of willing with'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each targetâs body is left
                                                
                                            
                                                
                                                     1 foot. If the cord is cutâwhich happens only when an effect states that it does soâthe targetâs body and astral form both die.
A targetâs astral form can travel through the
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                    . The gadabout enters the space of a willing Medium or Small creature within 5 feet of itself and gently wraps its branches around the target. The target is grappled (escape DC 0). Any attempt by the
                                                
                                            
                                                
                                                     gadaboutâs turns and accompanies the gadabout wherever it goes.Gadabouts are gentle, winged creatures that can be used as personal conveyances for short-distance travel across the airless void of
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.Benign Transportation
                                                
                                            
                                                
                                                     space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
Summon Elemental (1/Day). The conjurer
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    .
After spending 1 hour calibrating the telescope, you can attempt to travel to the planet or celestial body at which the telescope is currently pointed. At the end of the hour, make a DC 17 Intelligence
                                                
                                            
                                                
                                                     (Arcana) check. On a successful check, you and eight other willing creatures touching the telescope, along with everything all travelers are wearing and carrying, safely teleport to unoccupied spaces
                                                
                                            
                                        
                                                     Magic Items
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     ship is built for such travel. The ship in question must weigh 1 ton or more.
The sensation of being attuned to a spelljamming helm is akin to the pins-and-needles effect one experiences after one
                                                
                                            
                                                
                                                     within 1 mile of it, you can use the spelljamming helm to move the vessel fast enough to travel 100 million miles in 24 hours.
You can steer the vessel, albeit in a somewhat clumsy fashion, in much
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares â the quori. Because it is difficult for anything to physically travel to or
                                                
                                            
                                                
                                                     from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     served by a host of aberrations that are the embodiments of dreams and nightmares â the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically
                                                
                                            
                                                
                                                     encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Hashalaq Quori
Hashalaq quori are loremasters
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     that are the embodiments of dreams and nightmares â the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a
                                                
                                            
                                                
                                                     host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Kalaraq Quori
The most powerful quori are the kalaraqs, also known as
                                                
                                            
                                        
                                                    Astral Projection
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you
                                                
                                            
                                                
                                                     it does--your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you
                                                
                                            
                                        
                                                    Teleport
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If
                                                
                                            
                                                
                                                     distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Journey to the Nether Mountains The journey from Waterdeep to the Nether Mountains is more than six hundred miles. Otaaryliakkarnos is willing to grant the characters the special boon of flying them
                                                
                                            
                                                
                                                     characters through areas suffering under the cultâs attacks. Whether from horseback or by air, they see the ruins of isolated settlements and smoke hanging on the horizon. If the characters travel overland
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    Journey to the Nether Mountains The journey from Waterdeep to the Nether Mountains is more than six hundred miles. Otaaryliakkarnos is willing to grant the characters the special boon of flying them
                                                
                                            
                                                
                                                     characters through areas suffering under the cultâs attacks. Whether from horseback or by air, they see the ruins of isolated settlements and smoke hanging on the horizon. If the characters travel overland
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     horizon, new town, or new face a chance to find something delightful. Lightfoot halflings typically travel in small bands, using whatever conveyance is convenient but just as easily striking out on
                                                
                                            
                                                
                                                     foot. Bands consist of loosely related individuals, and when bands meet, membership frequently shifts. Lightfoot halflings typically excel at tasks related to travel â be it navigation, handling pack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     navigate through the Darklake once the party is within three miles of any part of it. Heâs willing to travel with the characters and guide them, and suggests visiting the kuo-toa town of Sloobludop to
                                                
                                            
                                                
                                                     Stool back to its home. Ront is unfamiliar with the Underdark and canât navigate. Heâs willing to stick with the adventurers as long as they seek a destination that gets him back to the surface world
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     bar worth 100+ GP, all of which the spell consumes)
 Duration: Until dispelled
 You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends
                                                
                                            
                                                
                                                     astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the targetâs body and possessions travel along the silver cord, causing the target to re-enter its body on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , the source of House Tharashkâs wealth. These fields arenât as rich as those in Qâbarra, but thereâs gold to be made by those willing to hunt for shards in the dangerous swamps. Vvaraakâs Cave The
                                                
                                            
                                                
                                                     to the Draconic Prophecy and the mysteries of druidic magic. Zarashâak Because overland travel through Droaam or the Eldeen Reaches can be extremely dangerous, most people who need to do business in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     bar worth 100+ GP, all of which the spell consumes)
 Duration: Until dispelled
 You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends
                                                
                                            
                                                
                                                     astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the targetâs body and possessions travel along the silver cord, causing the target to re-enter its body on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Slouching Toward Sloobludop The characters can choose to go to Sloobludop for several reasons: They need a boat (and possibly a guide) to navigate the Darklake. Travel along the waterways of the
                                                
                                            
                                                
                                                     the kuo-toa needlessly. Reduce the pursuit level by 1 while the characters consider their next move. The characters need supplies and equipment, and hope the kuo-toa might be willing to trade for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Rundreth Manor Atop a hill overlooking the Long Road less than a dayâs travel northeast of Amphail stands ruined Rundreth Manor. This large stone mansion, now roofless and overgrown, is home to a
                                                
                                            
                                                
                                                     stalks them. She sometimes poses as a drow captive of a dragon, desperate to avoid being eaten and willing to pay with her treasure to be rescued. The Harpers have learned her secret, and do their best to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Chapter 3: Dragon Hatchery  After his experience in captivity, Leosin needs several days to recover. When heâs healthy again, he intends to travel north to Elturel to convey what heâs learned to
                                                
                                            
                                                
                                                     apiece. Heâs willing to haggle; this mission is important, and no one else is capable of handling it. If the characters accept, Leosin tells them to find him at the city of Elturel afterward, both to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    Chapter 3: Dragon Hatchery  After his experience in captivity, Leosin needs several days to recover. When heâs healthy again, he intends to travel north to Elturel to convey what heâs learned to
                                                
                                            
                                                
                                                     apiece. Heâs willing to haggle; this mission is important, and no one else is available who Leosin believes can handle it. If the characters accept, he tells them to find him at the city of Elturel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
                                                    
                                                
                                            
                                                    Gadabout Gadabouts are gentle, winged creatures that can be used as personal conveyances for short-distance travel across the airless void of Wildspace. A gadabout wraps its branches around a
                                                
                                            
                                                
                                                    . Although its preferred mode of travel is flight, a gadabout can creep slowly along the ground as well. Elves are the only Humanoids to date who know how to grow gadabouts. Since gadabouts donât
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     comes within a dayâs travel of the library can make a DC 15 Intelligence check to find the passage leading to Gravenhollow. If its check fails, it can try again after 8 hours of searching and
                                                
                                            
                                                
                                                     Gracklstugh. If the characters helped the stone giants by putting an end to the horrid derro rituals in the Whorlstone Tunnels (see chapter 4), Stonespeaker Hgraam is willing to assign them a guide â a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                    â) canât pass up a good adventure and is willing to travel off the island. He has previously led expeditions to Omu, Shilku, and the Heart of Ubtao. Itâs been five years since he last visited the Heart
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     umber hulks. These deluxe chairs cost more, a minimum of 1 gp per passenger, and those who carry them might be willing to travel to dangerous areas of the city for an extra fee. Touts Touts are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     work shift is four hours long, and Korvala checks in every two hours. The jackalweres return to their hideout when they are done with their shift. With the exception of Korvala, they always travel in
                                                
                                            
                                                
                                                     reveals that Korvala isnât being entirely truthful. To avoid making a scene, she invites characters who see through her lies back to the Amberdune Pack's hideout as long as they are willing to talk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     common moniker suggests, she is viewed as capricious and cruel with no firm ethical outlook; the sea is a savage place, and those who travel it had best be willing to pay the price of challenging her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
                                                    
                                                
                                            
                                                    Magic Items This section describes magic items that are essential to travel and survival in Wildspace, as well as other items likely to be found on the Astral Plane. Fish Suit Wondrous Item, Very
                                                
                                            
                                                
                                                     can also propel and maneuver a ship on water or underwater, provided the ship is built for such travel. The ship in question must weigh 1 ton or more.  Three Examples of a Spelljamming Helm The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     kingdoms and hidden elven enclaves, assimilated populations of gnomes and halflings, and more exotic folk. A great deal of adventure is to be had in the Realms, for those willing to seek it out. The
                                                
                                            
                                                
                                                     believe that any stalwarts willing to risk their lives on behalf of complete strangers should be lauded and rewarded. But such adventurers, if they become successful, amass wealth and personal status
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) Duration: Special You and up to eight willing creatures within range project your astral bodies into the
                                                
                                            
                                                
                                                     travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     calming words to those who are in pain, victimized, or in great need. He is the willing sufferer, the one who takes the place of another to heft the otherâs burden, to take the otherâs pain. He is the
                                                
                                            
                                                
                                                     succor when they can, but also use force to put an end to torture and suffering inflicted on others. Ilmaterâs priests travel to places where the worst possible conditions exist, ministering to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) Duration: Special You and up to eight willing creatures within range project your astral bodies into the
                                                
                                            
                                                
                                                     travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     her storytelling skill. Personable but focused, Lady Dre is willing to forgo short-term gains in favor of long-term growth. Personality Trait. âHalf of business is showmanship, and I love to take
                                                
                                            
                                                
                                                     characters are going to head into a mystery, they should be prepared to transport anyone who might have been harmed or afflicted. If the characters choose not to travel with Lady Dre, she accepts their choice and heads out on her own soon after they do.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     terrorize weaker creatures and often ally with denizens of the Lower Planes in committing evil acts. These supernatural horses can innately travel between the Ethereal Plane and the Material Plane, and
                                                
                                            
                                                
                                                     damage plus 10 (3d6) Fire damage.
 Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice versa.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . Choose a target the characters have to travel to reach and allow enough time that the party can get there just in time. The Warning. While the characters rest, the cultists use a dream spell to
                                                
                                            
                                                
                                                    , and two Black Earth guards Three Eternal Flame guardians, two minotaurs, and four hell hounds These cultists are willing to annihilate themselves in the process of carrying out their mission. The
                                                
                                            
                                        






