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Returning 35 results for 'based block door creatures rolls'.
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Spells
Player’s Handbook
, made of wood or stone (your choice).
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted
You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension
Monsters
Monster Manual
: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 2 (1d4);{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the
Magic Items
Dungeon Master’s Guide
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
Monsters
Monster Manual
’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6", "rollType":"roll
", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.Fire
Spells
Player’s Handbook
You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can’t be unlocked by any nonmagical means. You and any creatures you designate when
Spells
Player’s Handbook
it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Test;D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
Spells
Player’s Handbook
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
Spells
Player’s Handbook
can be activated again.
The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could
create an illusion of yourself to appear and warn off others who attempt to open a trapped door.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.
While you hold the
drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.
Spells
Player’s Handbook
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Test;D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.
Spells
Player’s Handbook
. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possession;possessed by or gain the Charmed or Frightened conditions from them. If the target
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits
Spells
Player’s Handbook
, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Spells
Player’s Handbook
For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls
Spells
Player’s Handbook
You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other
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
Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Hunter (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it
Only). The animal lord has Advantage on attack rolls against the target until the start of the animal lord’s next turn.
Spellcasting. The animal lord casts one of the following spells, requiring
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have
. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving
Monsters
Monster Manual
block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30
). The animal lord gains 20 Temporary Hit Points. Marked as Prey (Hunter Only). The animal lord has Advantage on attack rolls against the target until the start of the animal lord’s next turn
Spells
Player’s Handbook
Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
Spells
Player’s Handbook
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or
enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm
Magic Items
Dungeon Master’s Guide
dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage
on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Monsters
Monster Manual
, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6
", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Monsters
Monster Manual
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests
and subtracts 5 (1d10);{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on
Spells
Player’s Handbook
is based on the quality of the raw materials.
Creatures and magic items can’t be created by this spell. You also can’t use it to create items that require a high degree of skill&mdash
Monsters
Monster Manual
start of its next turn, possibly causing the attacks to miss.Rally (1/Day). The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate’s next turn, the targets have Advantage on attack rolls and saving throws.
damage.Defensive Stance. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 4 to its AC against melee attack rolls (including the triggering attack) until the
Monsters
Monster Manual
Animal Lordship. An animal lord represents the Sage, which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to
following effects occurs:
Pesky Swarm. The target has Disadvantage on attack rolls and ability checks until the end of its next turn.
Spellcasting. The animal lord casts one of the following spells
Monsters
Monster Manual
spellcasting ability (spell save DC 22):
At Will: Detect Thoughts, Dimension Door,Dispel Magic, Hypnotic Pattern 2/Day Each: Mass Suggestion, Modify Memory, Plane Shift
Tongue Twister. The
Spectral Claw attack.
Malicious Magic. The hag uses Spellcasting to cast Dimension Door or Hypnotic Pattern. The hag can’t take this action again until the start of its next turn.Arch-hag Lairs
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or
Monsters
Monster Manual
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
in the Underdark or in lairs created for them by their servants.
The region containing a beholder’s lair is twisted by its presence, creating the following effects:
Scopophobia. Creatures
Magic Items
Dungeon Master’s Guide
while holding it.
Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and
appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures
Monsters
Monster Manual
Magic Resistance. The aspirant has Advantage on saving throws against spells and other magical effects.
Marshal Undead. Undead creatures of the aspirant’s choice (excluding itself) in a 60
-foot Emanation originating from it have Advantage on attack rolls and saving throws. It can’t use this trait if it has the Incapacitated condition.Multiattack. The aspirant makes three Dread Blade
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
).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can
Magic Items
Dungeon Master’s Guide
Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
Initiative rolls.
Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.
Aquatic Command. Wave has 3 charges and
Monsters
Monster Manual
Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa
Each: Fly, Invisibility, Major Image, Plane ShiftPiercing damage from weapons wielded by creatures under the effect of a Bless spell






