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Returning 35 results for 'barriers bit diffusing command rage'.
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Monsters
Lost Laboratory of Kwalish
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Half-Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
fierceness, and his wits. Human ancestry was no blemish against a warrior—provided he was every bit as strong, enduring, and bloodthirsty as his full-blooded kin. Half-orcs who were weaker than their
orc comrades didn’t last long among the Bloody Skulls or any other orc tribe for that matter. But it was often true that a bit of human blood gave a warrior just the right mix of cunning
monsters
fury that feed on anger and inspire rage in mortals. A du’ulora is a maelstrom of eyes and wings, bound together by flesh that seems like solidified shadow. It can extend up to three tentacles from
to lower their guard and even to strike their own allies in heedless rage. As servants of the Dreaming Dark, the du’ulora craft dreams that stir buried anger and incite hatred; they excel at
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Acquisitions Incorporated
spells prepared:
Cantrips (at will): guidance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, command, divine favor, shield of faith
2nd level (3 slots): enhance ability, hold
in matters of love, and hopeless in games of chance. Omin is also often accused of being one of the Masked Lords of Waterdeep, though this bit of fancy earns little more than a chuckle in response
Monsters
Dragonlance: Shadow of the Dragon Queen
dragon’s turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters.Most death dragons are pale imitations of their former selves. They remember flashes and
echoes, and sometimes things or creatures they encounter painfully remind them of what they once had. These fleeting moments of lucidity quickly burn away in rage and anguish, driving the dragons to
Backgrounds
Guildmasters’ Guide to Ravnica
friends, message
1st
command, ensnaring strike
2nd
arcane lock, calm emotions, hold person
3rd
clairvoyance, counterspell
4th
compulsion, divination
5th
dominate person
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
Monsters
Candlekeep Mysteries
spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3
2 Actions). The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can’t regain hit points
Monsters
Mordenkainen's Fiendish Folio Volume 1
deeply embedded magical compulsion to obedience.
Treasure Hungry. The hag had a particular love of silver, and was loath to allow even the smallest bit of that metal to slip through her grasp. Her
guise of a regal hobgoblin queen. If the crab folk ever encounter someone who bears a strong resemblance to that form, their magical compulsion might force them to worship that creature, obeying their every command.
Monsters
Candlekeep Mysteries
","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Valin has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
Monsters
Waterdeep: Dungeon of the Mad Mage
(at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): animate dead
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, inspiring, and merciless in equal parts. A skilled leader in battle, the warlord can use spikes of psionic energy to compel the warriors they command to fight harder.
Duergar
Duergar are dwarves of
infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flaming Sphere 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1
into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flaming Sphere 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1
into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Flaming Sphere 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1
into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Flaming Sphere 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1
into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Flaming Sphere 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1
into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flaming Sphere 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1
into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Unseen Servant 1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour This spell creates an invisible, mindless
, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Unseen Servant 1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour This spell creates an invisible, mindless
, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Unseen Servant Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual
Range: 60 feet
Components: V, S, M (a bit of string and of wood)
Duration: 1 hour
This spell creates
an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Unseen Servant 1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour This spell creates an invisible, mindless
, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Unseen Servant 1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour This spell creates an invisible, mindless
, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Unseen Servant 1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour This spell creates an invisible, mindless
, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Unseen Servant 1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of string and of wood) Duration: 1 hour This spell creates an invisible, mindless
, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Unseen Servant Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual
Range: 60 feet
Components: V, S, M (a bit of string and of wood)
Duration: 1 hour
This spell creates
an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Unseen Servant Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual
Range: 60 feet
Components: V, S, M (a bit of string and of wood)
Duration: 1 hour
This spell creates
an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Unseen Servant Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual
Range: 60 feet
Components: V, S, M (a bit of string and of wood)
Duration: 1 hour
This spell creates
an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Unseen Servant Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual
Range: 60 feet
Components: V, S, M (a bit of string and of wood)
Duration: 1 hour
This spell creates
an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Unseen Servant Level 1 Conjuration (Bard, Warlock, Wizard) Casting Time: Action or Ritual
Range: 60 feet
Components: V, S, M (a bit of string and of wood)
Duration: 1 hour
This spell creates
an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range
Monsters
Fizban's Treasury of Dragons
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
almost never show them to anyone else.
Topaz Dragon Lairs
Topaz dragons are happiest by the sea. They spend most of their time basking in the sun and have no desire to get wet, beyond enjoying a bit of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bit of an advantage in this regard, in that the NPCs placed under their command are all well-trained faction operatives, not raw recruits or mercenaries. However, some of these seasoned personnel might
Maintaining Order The adventurers are in command of their NPC followers, and that means they are responsible for welding together disparate forces and maintaining discipline. The characters have a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bit of an advantage in this regard, in that the NPCs placed under their command are all well-trained faction operatives, not raw recruits or mercenaries. However, some of these seasoned personnel might
Maintaining Order The adventurers are in command of their NPC followers, and that means they are responsible for welding together disparate forces and maintaining discipline. The characters have a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bit of an advantage in this regard, in that the NPCs placed under their command are all well-trained faction operatives, not raw recruits or mercenaries. However, some of these seasoned personnel might
Maintaining Order The adventurers are in command of their NPC followers, and that means they are responsible for welding together disparate forces and maintaining discipline. The characters have a






