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Returning 35 results for 'activate'.
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Activating
activity
active
Spells
Player’s Handbook
Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
Spells
Player’s Handbook
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet
Magic Items
Dungeon Master’s Guide
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the
Spells
Player’s Handbook
triggers include opening that object or seeing the glyph.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can
Spells
Player’s Handbook
triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the
Magic Items
Dungeon Master’s Guide
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
Monsters
Forgotten Realms: Adventures in Faerûn
formative influence.
Manshoon made many enemies and sought to preserve his power by crafting several clones. A magical accident decades ago caused all his clones to activate at once and fight against
.
Personality
The Manshoon of today retains all his progenitor’s arrogance and duplicity. Manshoon keeps several other clones at hand to activate if necessary. He also employs the Simulacrum spell to
Magic Items
Netheril’s Fall
cloak, you can take a Bonus Action and expend 1 charge to activate the cloak’s magic. The magic lasts for 1 minute or until you end it early (no action required).
While the cloak’s magic
monsters
uses it. The paw can’t attack, activate magic items, or carry more than 10 pounds.
“No. Catz. In. Ze. Laboratory. Understood!? The last one destroyed mein whole collection ov snowglobes
Bodak
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Aura of Annihilation. The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the
Feeblemind
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The
Monsters
Candlekeep Mysteries
activate, use, wield, or otherwise benefit from any of its equipment.In normal circumstances, the avatar of Lurue is a breathtaking sight; her silver, stardust-like mane, her shimmering hooves, and her
Mage Hand
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Monsters
Waterdeep: Dragon Heist
the towers and the current occupants of the place. She knows that Manshoon resides in an extraplanar sanctum accessible through a teleportation circle that his lieutenants can activate using special
magic-items
minute. An affected creature can use an action to repeat the saving throw, ending the effect on a success. After you activate this property, roll a d6. On a 1-2, you can’t activate this property
required). After you activate this property, roll a d6. On a 1-2, you can’t activate this property again until the following dawn.
magic-items
action to repeat the saving throw, ending the effect on a success. After you activate this property, roll a d6. On a 1-2, you can’t activate this property again until the following dawn.
OA
: Hyphal Parasite. When you hit a creature with this weapon you can use a bonus action to cast the fungal infection spell on it (save DC 16, no concentration required). After you activate this property, roll a d6. On a 1-2, you can’t activate this property again until the following dawn.
Equipment
.
Activating the Belt. As a bonus action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate
the belt early, but doing so doesn’t recover any expended charges.
When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet
Magic Items
Phandelver and Below: The Shattered Obelisk
creature had cast augury. Once a creature has asked its question and received a response, it can never activate the statuette again.
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
Monsters
Tomb of Annihilation
ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the
. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the
Magic Items
Wayfinder's Guide to Eberron
A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the weapon to activate the blasting effect. (Everybody Dies at Turtle Bay)