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Returning 35 results for 'back being dash can remains'.
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Spells
Player’s Handbook
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
My Rogue/Wizard can get a Bonus Action to Dash by using Cunning Action, and I can cast Expeditious Retreat on myself to get a Bonus Action to Dash. Do I get two Bonus Actions to Dash? No. You can
Monsters
Monster Manual
Water Breathing. The seahorse can breathe only underwater.Bubble Dash. While underwater, the seahorse moves up to its Swim Speed without provoking opportunity attack;Opportunity Attacks.
Spells
Player’s Handbook
feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an
unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.
After 60 days, there is a cumulative 5
Monsters
Monster Manual
Water Breathing. The seahorse can breathe only underwater.Ram. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Ram"}, reach 5 ft. Hit: 9 (2d6 + 2);{"diceNotation
":"Bludgeoning"} Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit.Bubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking opportunity attack;Opportunity Attacks.
Monsters
Monster Manual
Vampiric Connection. While the familiar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can perceive through
has the Poisoned condition for 1 hour. While it has the Poisoned condition, the target has the Paralyzed condition.NecroticDeathless Agility. The familiar takes the Dash or Disengage action.
Magic Items
Dungeon Master’s Guide
folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three
Magic Items
Dungeon Master’s Guide
trying to move as far away from you as it can, and it can’t make Opportunity Attack;Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each
Spells
Player’s Handbook
, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws
Monsters
Monster Manual
half damage if it fails. It can’t use this trait if it has the Incapacitated condition.Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination
":"damage", "rollAction":"Light Crossbow", "rollDamageType":"Poison"} Poison damage.PoisonCunning Action. The assassin takes the Dash, Disengage, or Hide action.
Monsters
Monster Manual
", "rollAction":"Hand Crossbow", "rollDamageType":"Poison"} Poison damage.
Smoke Bomb (1/Day). The spy throws a bomb to a point it can see within 30 feet of itself. Constitution Saving Throw: DC 16, each
has the Blinded condition until the end of the spy’s next turn. Success: Half damage only.Cunning Action. The spy takes the Dash, Disengage, or Hide action.
Monsters
Monster Manual
can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied
.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.Multiattack. The golem makes two Slam attacks
Magic Items
Dungeon Master’s Guide
As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.
Backgrounds
Player’s Handbook
, Navigator's Tools, Rope, Traveler's Clothes, 20 GP; or (B) 50 GP
You lived as a seafarer, wind at your back and decks swaying beneath your feet. You’ve perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.
Magic Items
Dungeon Master’s Guide
This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise
in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.
Monsters
Monster Manual
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The
vampire can’t enter a residence without an invitation from an occupant.Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. The vampire is
Feats
Player’s Handbook
.
Improved Dash. When you take the Dash action, your Speed increases by 10 feet for that action.
Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it
with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack’s damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.
Spells
Player’s Handbook
can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic
action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires
Spells
Player’s Handbook
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead.
The spell also effectively extends the time limit on raising the target from
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings last for 1 hour or until you end the effect early as a Magic action. The wings
give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can’t use them again for 1d12 hours.
Spells
Player’s Handbook
, memories, and abilities, but none of the original’s equipment. The creature’s original remains, if any, become inert and can’t be revived, since the creature’s soul is elsewhere.
choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.
If the original creature dies after
Magic Items
Dungeon Master’s Guide
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands
free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Magic Items
Dungeon Master’s Guide
you and didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the caster must make a saving throw against the spell using their own spell save DC.
Monsters
Monster Manual
killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move
through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two Vile Slime attacks.
Vile Slime. Melee
Spells
Player’s Handbook
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t cast spells again, and you have Disadvantage on D20 Tests.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an
attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.
Spells
Player’s Handbook
For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following
effects of your choice for the duration.
On each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a
Monsters
Monster Manual
Boulders (1/Day). The galeb duhr magically animates one or two boulders it can see within 60 feet of itself. Each boulder uses the Galeb Duhr stat block, except it has Intelligence and Charisma scores
of 1 and lacks this action. The boulder takes its turn immediately after the galeb duhr on the same Initiative count, and it obeys the galeb duhr. A boulder remains animate for 1 minute or until it or the galeb duhr dies.Poison
Spells
Player’s Handbook
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.
Equipment
the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can’t be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.
Spells
Player’s Handbook
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break
, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a
Spells
Player’s Handbook
effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to
its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points
Effect
Spells
Player’s Handbook
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can take a Study action to try
Spells
Player’s Handbook
. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are
within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like
Magic Items
Dungeon Master’s Guide
staff and turn the spell back on its caster as if you had cast the spell.
Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save
This staff has 10 charges. While holding the staff , you can use any of its properties:
Cast Spell. You can expend 1 of the staff’s charges to cast Charm Person, Command, or Comprehend






