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Returning 35 results for 'bond blessing diffusing check radius'.
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Monsters
Monster Manual
, each creature in a 20-foot-radius Sphere centered on a point the necrohulk can see within 60 feet. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Spore Bomb
of the necrohulk can take an action to make a DC 15 Strength (Athletics) check. On a successful check, the target is no longer grafted and moves to an unoccupied space within 5 feet of the necrohulk.
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
. The dragon regains all expended uses at the start of each of its turns.
Freezing Burst. Constitution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see
Spells
Player’s Handbook
The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the
take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
. The dragon regains all expended uses at the start of each of its turns.
Freezing Burst. Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the dragon can see
Monsters
Monster Manual
effects at random (roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Cataclymic Event"}):
1: Clinging Flames. Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere
fills a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. The cloud lasts for 1 minute or until the cataclysm uses Cataclysmic Event again. Creatures entirely in the
Magic Items
Dungeon Master’s Guide
arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check
Spells
Player’s Handbook
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is
12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.
Magic Items
Dungeon Master’s Guide
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the
degrees clockwise provided its legs are extended.
8
Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
The light turns off.
9
The apparatus
Spells
Player’s Handbook
.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10
Spells
Player’s Handbook
spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
Monsters
Strixhaven: A Curriculum of Chaos
Legendary Resistance (3/Day). If the titan fails a saving throw, it can choose to succeed instead.
Pact of Suffering. Using a 10-minute long ritual, the titan can forge a magical bond with a willing
more punishing suffering in exchange for their pacts or knowledge.
Barbed Gifts
When a supplicant piques a daemogoth titan’s interest, the titan can grant a blessing to the supplicant (see &ldquo
Monsters
The Book of Many Things
", "rollAction":"Prophetic Blessing"}, and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an ability check or saving throw or misses an attack roll, it can
":"1d12+3", "rollType":"damage", "rollAction":"Radiant Strike", "rollDamageType":"radiant"} radiant damage.
Prophetic Blessing. The living portent magically infuses the power of its prophecy into another
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Overwhelming Revelation"}. The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point
/day each: arcane eye, detect magic, detect thoughts, fly, lightning bolt, locate object, mage armor, Rary's telepathic bond
1/day: true seeingPortent (3/Day). When the diviner or a creature it can see
Monsters
Fizban's Treasury of Dragons
Immutable Form. The warbler is immune to any spell or effect that would alter its form.
Telepathic Bond. While the warbler is on the same plane of existence as its master, it can magically convey
", "rollType":"recharge", "rollAction":"Calming Mist"}. The warbler releases a calming gas in a 5-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 11 Charisma saving
Monsters
Van Richten’s Guide to Ravenloft
Fiendish Blessing. The AC of Isolde includes her Charisma bonus.
Innate Spellcasting. Isolde’s spellcasting ability is Charisma (spell save DC 14). Isolde can innately cast the following
radius around her. While this aura is active, Isolde and all creatures friendly to her in the aura have advantage on saving throws against spells and other magical effects.Multiattack. Isolde makes
Magic Items
Eberron: Rising from the Last War
bond with your skin.
While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves):
Sleight of Hand
Thieves' Tools;Thieves' tools
One kind
of artisan’s tools of your choice
One kind of musical instrument of your choice
When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the
Djinni
Legacy
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Monsters
Basic Rules (2014)
","rollAction":"Scimitar","rollDamageType":"thunder"} damage (djinni’s choice).
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see
loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.Lightning, Thunder
Vine Blight
Legacy
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Monsters
Monster Manual (2014)
","rollType":"recharge","rollAction":"Entangling Plants"}. Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is
creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.
Monsters
Storm King's Thunder
Halfling Nimbleness. Oren can move through the space of any creature that is of a size larger than his.
Lucky. When Oren rolls a 1 on an attack roll, ability check, or saving throw, he can reroll
soul.”
Bond: “You had me at ‘Can I buy you a drink?’”
Flaw: “I have a knack for putting myself in harm’s way. Good thing I’m lucky!”Poison
monsters
Illumination. As a Bonus Action, the drake can produce dim light in a 15 ft radius, or bright light in a 15 ft radius and dim light for an additional 15 ft radius. The drake can end this effect as a
tokens have been gathered and taken, they know the great fir drake has given its blessing for those tree to be felled. In thanks, villagers decorate the trees with lights to resemble the drake. Those who
Diviner
Legacy
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Monsters
Volo's Guide to Monsters
slots): Rary's telepathic bond,* scrying*
6th level (1 slot): mass suggestion, true seeing*
7th level (1 slot): delayed blast fireball, teleport
8th level (1 slot): maze
*Divination spell of 1st
check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.Quarterstaff. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit
Magic Items
Storm King's Thunder
your first turn, provided that the gavel is on your person.
Bond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature
you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of
Monsters
Strixhaven: A Curriculum of Chaos
":"roll","rollAction":"Counsel of the Past"} and add the number rolled to one ability check of its choice, immediately after rolling the d20.To enhance their studies of the past, Lorehold students often
assist the living.
Some of these spirit statues bond with and mentor a specific mage, but most serve in a variety of roles for numerous individuals, ranging from research colleagues to martial
Monsters
The Wild Beyond the Witchlight
on a DC 18 Intelligence (Investigation) check to discern that Squirt is animate.
Unusual Nature. Squirt doesn’t require air, food, drink, or sleep.Slam. Melee Weapon Attack: +4;{"diceNotation
;
Bond. “I’m running on fumes here. I need oil.”
Flaw. “I’m too tired to fly today. You carry me.”Poison
Scroll of Protection
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything
.
A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Darkmantle
Legacy
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Monsters
Basic Rules (2014)
moves with the target.
A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of
movement.
Darkness Aura (1/Day). A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle
Spike Growth
Legacy
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Spells
Basic Rules (2014)
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within
must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Monsters
The Wild Beyond the Witchlight
sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.Shock. Melee
check, attack roll, or saving throw made by it. No creature can have more than one of these magic boons at a time.Lightning, PoisonAcid, Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Princes of the Apocalypse
Strength check, ending the effect on itself or another creature within its reach on a success.
Crystalline spikes grow from the ground in a 20-foot-radius area within 60 feet of Ogrémoch. The area
creature within 30 feet of Ogrémoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it
Monsters
Fizban's Treasury of Dragons
Immutable Form. The peacekeeper is immune to any spell or effect that would alter its form.
Telepathic Bond. While the peacekeeper is on the same plane of existence as its master, it can magically
"} bludgeoning damage.
Calming Mist (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Calming Mist"}. The peacekeeper releases a calming gas in a 30-foot-radius sphere centered on
Adult Red Dragon
Legacy
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Monsters
Basic Rules (2014)
spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking
Senses
Legacy
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Rules
Passive ChecksA passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
senses are described below.
BlindsightA monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.
Creatures without eyes, such as grimlocks and gray
Monsters
Tales from the Yawning Portal
becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 11 Strength check as an action. On its turn, the
darkmantle can detach itself from the target by using 5 feet of movement.
Darkness Aura (1/Day). A 15--foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around
spells
Xanathar's Guide to Everything
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This
trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the






