Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blocked being descent counts range'.
Other Suggestions:
block being descends count range
blinked being descent court ranger
blinked being descent courts ranger
blocked being descends count range
block being descent count range
Spells
Player’s Handbook
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
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
number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three
Spells
Player’s Handbook
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of
spellcasting ability modifier.
Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as
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
perimeter.
Creatures in the area can’t be targeted by Divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this
Feather Fall
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Monsters
Icewind Dale: Rime of the Frostmaiden
Mountain Born. Aruk is acclimated to high altitude, including elevations above 20,000 feet.
Powerful Build. Aruk counts as one size larger when determining his carrying capacity and the weight he can
Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage
Monsters
Icewind Dale: Rime of the Frostmaiden
Mountain Born. The goliath is acclimated to high altitude, including elevations above 20,000 feet.
Powerful Build. The goliath counts as one size larger when determining its carrying capacity and
. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4
Monsters
Spelljammer: Adventures in Space
","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"piercing"} piercing
damage.Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Uncanny Dodge. The
Monsters
Spelljammer: Adventures in Space
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0
Spells
Xanathar's Guide to Everything
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison
opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Monsters
Spelljammer: Adventures in Space
","rollAction":"Musket"} to hit, range 40/120 ft., one target. Hit: 16 (2d12 + 3);{"diceNotation":"2d12+3","rollType":"damage","rollAction":"Musket","rollDamageType":"piercing"} piercing damage.Safe Descent
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Sledgehammer"} to hit, reach 15 ft. or range 30/120 ft., one target. Hit: 27 (6d6 + 6);{"diceNotation":"6d6+6","rollType":"roll","rollAction
Monsters
The Wild Beyond the Witchlight
use of Spellcasting.
Divine Radiance. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction":"Divine Radiance"} to hit, reach 5 ft. or range 60 ft., one target. Hit
coming for you.”
Flaw. “My friends would say I’m inflexible. The truth is, I like things done a certain way.”
Combat Notes
Mercion counts on her armor to protect her as she
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
", "rollAction":"Moon Bolt"} to hit, range 60 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Moon Bolt", "rollDamageType":"radiant"} radiant damage
.
The wall of briars lasts until the start of the Forest Master’s next turn. The wall blocks line of sight and counts as difficult terrain for all creatures except the Forest Master. The first time
Minotaur
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Guildmasters’ Guide to Ravnica
tactics that make them excellent commanders as well as valuable shock troops.
Horns and Hooves
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size
—perhaps they were once thought of as gods—who established the minotaurs’ place in the world. Every minotaur in Ravnica claims descent from one of these heroes. The Ordruun line is
Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
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 or until you use an action to
pass through the barrier at its perimeter.
Creatures in the area can't be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the
Mordenkainen's Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
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 or until you use an action to
pass through the barrier at its perimeter.
Creatures in the area can't be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the
Monsters
Locathah Rising
.
Wave. Melee or Ranged Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Wave"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6 + 6);{"diceNotation":"1d6+6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Umberlee's Wake"}. Power ripples out in a 60-foot radius sphere from a point within range (150 ft.) as the will of Umberlee affects all in her
Planar Ally
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
fiend loyal 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
service in 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
Spells
Xanathar's Guide to Everything
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient
. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a
tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerûn, around the Inner Sea.
Chondathan Names: (Male) Darvin
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"poison"} poison damage.
Necrotic Bolt. Ranged Spell Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Necrotic Bolt"} to hit, range 120 ft., one target. Hit: 29 (5d8 + 7
of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the
Species
Acquisitions Incorporated
.
Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant
spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle (including a
creature), the target has Half Cover. If three or four of those lines are blocked but the attack or effect can still reach the target (such as when the target is behind an arrow slit), the target has
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Improvised Weapons An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon
if it’s wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Improvised Weapons An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon
if it’s wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Feather Fall 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
(a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a
Feather Fall Level 1 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Feather Fall 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Detect Evil and Good Level 1 Divination (Cleric, Paladin) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the location
of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Evil and Good 1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial
consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30
. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Detect Poison and Disease Level 1 Divination (Cleric, Druid, Paladin, Ranger) Casting Time: Action or Ritual
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10
each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.






