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Returning 35 results for 'both before designate creature rests'.
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both before designate creature rest
both before designate creature results
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Magic Items
Dungeon Master’s Guide
interdimensional portal.
You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.
You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature
Spells
Player’s Handbook
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct
Monsters
Monster Manual
incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests.
Spellcasting. The incubus casts one of the following spells, requiring no Material components and using
", "rollType":"recharge", "rollAction":"Nightmare"}. Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious
Magic Items
Dungeon Master’s Guide
floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter
composed mostly of water (such as a Water Elemental or a Water Weird). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.
Spells
Player’s Handbook
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
For the duration, you can take a Bonus Action to
designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Spells
Player’s Handbook
creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a
can designate any creatures you choose, and the spell ignores them.
Using a Higher-Level Spell Slot. The amount of ammunition that can be affected increases by two for each spell slot level above 2.
Spells
Player’s Handbook
You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing
script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.
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
Spells
Player’s Handbook
takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).
You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no
following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell’s area for the first time on a turn or ends its turn there, the creature
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to 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
creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can’t leave the dwelling.
When the spell ends, any creatures or
Spells
Forgotten Realms: Heroes of Faerûn
save, the creature takes half as much damage only. A creature makes this save only once per turn. When you cast this spell, you can designate creatures to be unaffected by it.
In addition, you have
Thunderous reverberations fill a 10-foot Emanation originating from you for the duration. Whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends
Spells
Forgotten Realms: Heroes of Faerûn
Deathly power fills a 60-foot Emanation originating from you for the duration.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature can’t regain Hit
Points while in the Emanation. Whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature makes a Constitution saving
Spells
Forgotten Realms: Heroes of Faerûn
You conjure a pillar of spellfire in a 20-foot-radius, 20-foot-high Cylinder centered on a point within range. The area of the Cylinder is Bright Light, and each creature in it when it appears makes
a Constitution saving throw, taking 4d10 Radiant damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first
Dimensional Shackles
Legacy
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Magic Items
Basic Rules (2014)
through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles
Magic Items
Planescape: Adventures in the Multiverse
This small, smooth stone contains the essence of a single experience.
As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the
designated creature. The illusory experience is fleeting and harmless, however real it might feel in the moment.
Record Sensation. You can use your reaction to record a short sensation lasting no
Monsters
Van Richten’s Guide to Ravenloft
next long rest.
The disease lasts until it’s removed by magic or until the creature rolls the same random effect for the disease two long rests in a row.Base creatures are among the first to
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Disgorge (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Disgorge"}. The demon vomits in a 15-foot cube. Each creature
the spew.Maw demons share the ceaseless hunger for carnage and mortal flesh of their master, Yeenoghu. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the
Magic Items
Planescape: Adventures in the Multiverse
it floats at a distance of 1d3 feet from you and you can access its properties. While the mimir is floating, a creature other than you can use an action to grasp or net the device, either by making a
. The device knows basic, useful information about the planes of existence. While the device is floating, it verbally answers questions you or anyone you designate poses to it about that topic. It
Illusory Script
Legacy
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Spells
Basic Rules (2014)
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell
know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
Monsters
Mythic Odysseys of Theros
","rollAction":"Charge","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone
Medium or smaller creature. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Amphora","rollDamageType":"bludgeoning"} bludgeoning damage. If there is not already a creature
Demilich
Legacy
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Monsters
Monster Manual (2014)
5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Howl"}. The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC
15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
Life Drain. The demilich targets up to three creatures that it
Spirit Guardians
Legacy
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Spells
Basic Rules (2014)
evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the
creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral
Cordon of Arrows
Legacy
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Spells
Player’s Handbook (2014)
creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity
saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you choose, and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage.
Freezing Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Freezing Breath"}. The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make
damage on a successful one.Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to
Alarm
Legacy
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Spells
Basic Rules (2014)
larger 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 mental or audible.
A mental alarm
Simulacrum
Legacy
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Spells
Basic Rules (2014)
. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it
Adult Black Dragon
Legacy
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Monsters
Basic Rules (2014)
. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's
Forbiddance
Legacy
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Spells
Basic Rules (2014)
choice when you cast this spell).
When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.
The spell's area can't
, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your
spells
Player’s Handbook
.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space
and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral
Ancient Black Dragon
Legacy
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Monsters
Basic Rules (2014)
. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
Adult White Dragon
Legacy
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Monsters
Basic Rules (2014)
+ 6);{"diceNotation":"2d8+6","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120
feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect
Magnificent Mansion
Legacy
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Spells
Basic Rules (2014)
any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While
perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold
Magic Items
Storm King's Thunder
following properties, which work only while it’s on your person.
Runic Shield. You have a +1 bonus to AC.
Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you
you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these