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Returning 35 results for 'back break decide construct range'.
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Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Magic Items
Dungeon Master’s Guide
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
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
Charisma saving throw or be sent back to its home plane if it isn’t there already. If they aren’t on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
Monsters
Monster Manual
Spores (3/Day). The myconid releases spores at a Medium or Small corpse within 5 feet of it that wasn’t a Construct or an Undead. In 24 hours, the corpse rises as a Myconid Spore Servant. The corpse
Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Magic Items
Dungeon Master’s Guide
the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
slot’s level for the spell’s level in the stat block.
Construct Spirit
Medium Construct, Neutral
AC 13 + the spell’s level
HP 40 + 15 for each spell level above 4
Speed 30 ft
Magic Items
Dungeon Master’s Guide
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Magic Items
Dungeon Master’s Guide
, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
Spells
Player’s Handbook
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or
half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
against your spell save DC to break free.
You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch
Spells
Player’s Handbook
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum
.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points
Spells
Player’s Handbook
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an
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
Spells
Player’s Handbook
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit
Monsters
Monster Manual
Lash. Melee or Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Caustic Lash"}, reach 10 ft. or range 120 ft. Hit: 25 (6d6 + 4);{"diceNotation":"6d6+4", "rollType
-Shift. The yochlol shape-shifting;shape-shifts into a Medium Humanoid or a Medium spider or back into its true form. Its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Spells
Player’s Handbook
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.
The portal has a front and a back on
Magic Items
Dungeon Master’s Guide
with a range of 30 feet.
Devour Soul. Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A
Spells
Player’s Handbook
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
Spells
Player’s Handbook
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
Monsters
Monster Manual
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Sickening Ray"}, range 120 ft. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Sickening Ray
, one creature the vampire can see within 30 feet that isn’t a Construct or an Undead. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Sanguine Drain
Spells
Player’s Handbook
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your
at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
Magic Items
Dungeon Master’s Guide
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Spells
Player’s Handbook
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during
Spells
Player’s Handbook
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
Monsters
Eberron: Forge of the Artificer
roll it makes before the start of the marshal’s next turn.
Pistol. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Pistol"}, range 30/90 ft. Hit: 15 (2d10
special dispensation of House Deneith.
Sentinel Marshals are never authorized to break local or international laws, but neither are they accountable to the legal authorities of any nation. A rogue
Monsters
Heroes of the Borderlands
Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage
customers parrot his cheesy slogan: “Jacko always has your back-o.”Cunning Action. Jacko takes the Dash, Disengage, or Hide action.
Magic Items
Forgotten Realms: Heroes of Faerûn
any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
Domestic Wonder
Medium Construct, Unaligned
AC 9 Initiative -1
. The flying wonderis destroyed if it drops to 0 Hit Points.
Flying Wonder
Tiny Construct, Unaligned
AC 12 Initiative +2 (12)
HP 2 (1d4)
Speed 5 ft., Fly 30 ft.
Mod
Monsters
Forgotten Realms: Adventures in Faerûn
":"Bludgeoning"} Bludgeoning damage.
Sling (Humanoid or Hybrid Form Only). Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Sling"}, range 30/120 ft. Hit: 8 (2d4 + 3
humanoid-spider hybrid form, or back into its true spider form. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Lorwyn: First Light
"} Piercing damage.
Miasmic Globule. Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Miasmic Globule"}, range 60/120 ft. Hit: 15 (6d4);{"diceNotation":"6d4
spectral existence in material reality. Each incarnation resembles a saurian behemoth with an axolotl face, a many-frilled tail, and a hulking back covered in bright-orange pustules. In Lorwyn
Mending
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no
larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Magic Items
Wayfinder's Guide to Eberron
You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing.
Any creature with the
Mark of Scribing can use an action to touch the invisible writing, making it visible to all.
If you use the pen to write on a creature that isn’t a construct, the writing fades after 7 days.
Monsters
Infernal Machine Rebuild
unconscious while poisoned in this way.A thessalheart construct is created with a connection to the life energy of another creature, allowing that creature to regenerate back from the dead as long as the
Telepathic Bond. While the construct is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.Claws. Melee
Monsters
Strixhaven: A Curriculum of Chaos
":"damage", "rollAction":"Reduce to Memory", "rollDamageType":"thunder"} thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw
many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their studies and travel the world to see history made before their eyes. Their magic can range from spells






