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Returning 35 results for 'blocks before dedicated close range'.
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Spells
Player’s Handbook
direction of its movement.
The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object
of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.
Spells
Player’s Handbook
direction of its movement.
The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close&mdash
the creature.
This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature.
Spells
Player’s Handbook
with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision
Spells
Player’s Handbook
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through
solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Spells
Player’s Handbook
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it
opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Spells
Player’s Handbook
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively
, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Spells
Player’s Handbook
You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in
each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A
Spells
Player’s Handbook
You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors
Spells
Player’s Handbook
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10
feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
–60
A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and
Spells
Player’s Handbook
An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be
destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
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
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
over five Ghoul;Ghouls or two Ghast;Ghasts or Wight;Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghoul;Ghouls, three Ghast;Ghasts or Wight;Wights, or two Mummy;Mummies. See the Monster Manual for these stat blocks.
Species
Lorwyn: First Light
. They mostly live in fortified settlements called douns, where strict customs to preserve the social order. Shadowmoor kithkin leaders keep a close eye on their communities, monitoring for any sign of crime or treason.
Shadowmoor kithkin have Darkvision with a range of 120 feet.
Monsters
Forgotten Realms: Adventures in Faerûn
":"1d20+13", "rollType":"to hit", "rollAction":"Corrosive Burst"}, reach 5 ft. or range 120 ft. Hit: 38 (5d12 + 6) Acid;{"diceNotation":"5d12+6", "rollType":"damage", "rollAction":"Corrosive Burst (Acid
’t take this action again until the start of his next turn.Lich Founder of a Dracolich Cult
Sammaster founded and led the Cult of the Dragon, a secret, evil organization dedicated to
Equipment
This distinctive short-range firearm features a dramatically flared muzzle designed to launch shot in a wide spray. Most effective at close range, the Blunderbuss can be considered a precursor to the
Locate Creature
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature
.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Locate Object
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object
of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Robe of Eyes
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on
the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell
Doppelganger
Legacy
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Monsters
Basic Rules (2014)
blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the
Archmage
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","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.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane
Monsters
Mordenkainen's Fiendish Folio Volume 1
Close Quarters Shooting. The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't incapacitated, if the target of the attack
":"Needle"} to hit, range 60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Needle","rollDamageType":"piercing"} piercing damage.A wise ranger knows that the sight
Message
Legacy
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Spells
Basic Rules (2014)
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this
blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Monsters
Eberron: Rising from the Last War
. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage, or 6 (1d8 + 2);{"diceNotation":"1d8+2
","rollType":"to hit","rollAction":"Hand Crossbow"} to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Hand Crossbow","rollDamageType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing
. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Longbow"} to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage
Monsters
Spelljammer: Adventures in Space
Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage
. You can use the lizardfolk stat blocks in the Monster Manual to represent them, in addition to the variants described below.
Monsters
Dragonlance: Shadow of the Dragon Queen
":"Vicious Lance", "rollDamageType":"fire"} fire damage.
Heavy Crossbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Heavy Crossbow"} to hit, range 100/400 ft
damage these weapons deal depends on the specific army. The stat blocks presented here represent Red Dragon Army troops with weapons infused by the fire of red dragons. You can represent followers of
Monsters
Waterdeep: Dungeon of the Mad Mage
itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","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.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the
Monsters
Waterdeep: Dungeon of the Mad Mage
armor spells on itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","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.Archmages are powerful (and usually quite old) spellcasters dedicated to
Arcane Eye
Legacy
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Spells
Basic Rules (2014)
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet
of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Monsters
Infernal Machine Rebuild
","rollDamageType":"slashing"} slashing damage.
Spear. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. and range 20/60 ft., one target
must see the attacker and be wielding a melee weapon.
OUT ON LOAN
The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the “Special Equipment” section of their stat blocks) have been
Monsters
Dragonlance: Shadow of the Dragon Queen
;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction
the specific army. The stat blocks presented here represent Red Dragon Army troops with weapons infused by the fire of red dragons. You can represent followers of other chromatic dragons by changing the fire damage to match the damage type associated with those dragons’ breath weapons.
Monsters
Waterdeep: Dungeon of the Mad Mage
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Archmages are powerful (and
usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil
Monsters
Waterdeep: Dungeon of the Mad Mage
spells on itself before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
cantrip she has prepared.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants
Daylight
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are
holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks






