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Returning 35 results for 'before bear divinity command radius'.
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Magic Items
Dungeon Master’s Guide
Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts
Owl
3
Mastiff
4
Goat
5
Giant Goat
6
Giant Boar
7
Lion
8
Brown Bear
Tan Bag of Tricks
1d8
Creature
1
Jackal
2
Ape
3
Baboon
4
Axe Beak
5
Black Bear
6
Giant Weasel
7
Giant Hyena
8
Tiger
Magic Items
Dungeon Master’s Guide
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius
and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
Monsters
Monster Manual
":"Necrotic"} Necrotic damage.
Hellfire Orb (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Hellfire Orb"}. Dexterity Saving Throw: DC 18, each creature in a 20-foot-radius Sphere
following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Command, Phantom Steed2/Day Each: Destructive Wave (Necrotic), Dispel
Magic Items
Dungeon Master’s Guide
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
Obscured.
41–45
A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which
Magic Items
Dungeon Master’s Guide
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
Button 5. The rod transforms into a handheld battering
Magic Items
Dungeon Master’s Guide
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of
Monsters
Eberron: Forge of the Artificer
. Hit: 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Lunar Wisp", "rollDamageType":"Radiant"} Radiant damage, and the target emits Dim Light in a 10-foot radius and can’t
dragonmarked heirs of House Vadalis, most of whom are human, are more fearsome than their innocuous-seeming house suggests—especially when accompanied by a Giant Boar, Polar Bear, or Rhinoceros .Spur
Flame Tongue
Legacy
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Magic Items
Basic Rules (2014)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet
. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Monsters
Eberron: Rising from the Last War
Aura of False Divinity. A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the
saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours.
Innate Spellcasting. The radiant idol's spellcasting ability is Charisma (spell save DC 17). The radiant
Swarm of Cranium Rats
Legacy
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Monsters
Volo's Guide to Monsters
Illumination. As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional
number of feet equal to the chosen radius), or extinguish the light.
Innate Spellcasting (Psionics). The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more
Eversmoking Bottle
Legacy
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Magic Items
Basic Rules (2014)
Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the
bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.
The cloud persists
Sword of Sharpness
Legacy
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Magic Items
Basic Rules (2014)
sever, you lop off a portion of its body instead.
In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Gem of Brightness
Legacy
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Magic Items
Basic Rules (2014)
bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed
Ring of X-ray Vision
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid
objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt
Monsters
Planescape: Adventures in the Multiverse
the spellcasting ability (spell save DC 13):
At will: command,* detect thoughts,* sending*
1/day each: confusion,* dominate monster*
*To cast this spell, the swarm must have more than half its hit
psionic abilities and the accumulated memories of its constituents.Bludgeoning, Piercing, SlashingIllumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to
Death Knight
Legacy
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Monsters
Monster Manual (2014)
save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command
-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction
Monsters
Icewind Dale: Rime of the Frostmaiden
golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits
that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine.
Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly
Animate Objects
Legacy
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Spells
Basic Rules (2014)
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects
.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: command
telepathy.Bludgeoning, Piercing, SlashingIllumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguishes the light.
Spells
Xanathar's Guide to Everything
command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it
verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise
Bag of Tricks
Legacy
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Magic Items
Basic Rules (2014)
, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the
Creature
1
Rat
2
Owl
3
Mastiff
4
Goat
5
Giant goat
6
Giant boar
7
Lion
8
Brown bear
Tan Bag of Tricks
d8
Creature
1
Leomund's Tiny Hut
Legacy
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Spells
Player’s Handbook (2014)
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.Nine creatures of Medium size or
space is comfortable and dry, regardless of the weather outside.Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Tiny Hut
Legacy
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Spells
Basic Rules (2014)
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or
is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Monsters
Princes of the Apocalypse
Long Rest). Yan-C- Bin unleashes a terrible thundercrack in a 100-foot-radius sphere centered on himself. All other creatures in the area must succeed on a DC 24 Constitution saving throw or take 31 (9d6
or be blinded until initiative count 20 on the next round.
Regional Effects
When Yan-C-Bin inhabits an elemental node, the air is at his command. Temperatures fluctuate from blistering hot to
Monsters
Ghosts of Saltmarsh
cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet.
Shark Telepathy
. The deep diver can magically command any shark within 120 feet of it, using a limited telepathy.Multiattack. The deep diver makes two attacks with its glaive, or one attack with its bite and two with
Magic Items
Quests from the Infinite Staircase
ends, or when a creature enters the orb’s space or starts its turn there, the orb detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking
snake is under your control and shares your initiative count, but it takes its turn immediately after yours.
On your turn, you can mentally command the snake if it is within 60 feet of you and you
Helm of Brilliance
Legacy
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Magic Items
Basic Rules (2014)
one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
As long as the helm has
at least one ruby, you have resistance to fire damage.
As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into
Monsters
Locathah Rising
"} to hit with spell attacks). She can innately cast the following spells, requiring no material components:At will: command, create or destroy water3/day each: control water, darkness, water
expel an ink cloud in a 20-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than kraken priest;kraken priests or a kraken. Each creature other than a
Monsters
Eberron: Rising from the Last War
Aura of Radiance. The councilor magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the
level (4 slots): bless, command, create or destroy water
2nd level (3 slots): augury, calm emotions, hold person
3rd level (3 slots): daylight, dispel magic, spirit guardians
4th level (3 slots
Magic Items
Tomb of Annihilation
A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30
Monsters
Waterdeep: Dungeon of the Mad Mage
save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command
-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction
Monsters
Acquisitions Incorporated
with spell attacks). He has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, cure wounds, wrathful smite
2nd level (2 slots): aid, branding smite, lesser restoration
of his clan bear — a stylish tail that is rare and often considered a deformity among dragonborn.
As with his tail, an odd quirk of heritage makes Donaar's acid breath more of a signature vomiting
Monsters
Waterdeep: Dungeon of the Mad Mage
save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command
creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6);{"diceNotation":"10d6","rollType":"damage
Solar
Legacy
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Monsters
Basic Rules (2014)
greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack
unoccupied space it can see.
Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14






