Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'broad banish down creature rules'.
Other Suggestions:
blood bands down creature rolls
bead brandish down creature rolls
broom bands down creature rolls
brown banished down creature rules
brown bands down creature rules
Spells
Player’s Handbook
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can take a Study action to try
Equipment
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Monsters
Monster Manual
uses at the start of each of its turns.
Banish. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
"}.Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10);{"diceNotation":"12d10", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage
Monsters
Monster Manual
following actions. The dragon regains all expended uses at the start of each of its turns.
Banish. Charisma Saving Throw: DC 24, one creature the dragon can see within 120 feet. Failure: 24 (7d6
Breath"}. Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10);{"diceNotation":"13d10", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire
Equipment
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Equipment
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
following mastery property. To use this property, you must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Equipment
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Equipment
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Equipment
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until
Equipment
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until
Equipment
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until
Species
Player’s Handbook
darkness.
Orcs are, on average, tall and broad. They have gray skin, ears that are sharply pointed, and prominent lower canines that resemble small tusks. Orc youths on some worlds are told about their
. Other orcs are happy to leave old tales in the past and find their own way.
Orc Traits
Creature Type: HumanoidSize: Medium (about 6–7 feet tall)Speed: 30 feet
Spells
Player’s Handbook
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
Monsters
Forgotten Realms: Adventures in Faerûn
saving throw, she can choose to succeed instead.
Wishes. Biha Babir knows the Wish spell but can cast it only on behalf of a non-genie creature who communicates a wish in a way Biha Babir can
understand. If Biha Babir casts the spell for a creature, she suffers none of the spell’s stress. Once Biha Babir has cast it three times, she can’t do so again for 365 days.Multiattack. Biha
Backgrounds
Spelljammer: Adventures in Space
gravity isn’t present, the following rules apply:
Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed (either naturally or
recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you. Creatures marked with an asterisk appear in Boo’s Astral Menagerie; the others are
Maze
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can use its action to attempt to
Monsters
Quests from the Infinite Staircase
Industrious. The leprechaun is proficient with all artisan’s tools and adds double its proficiency bonus to ability checks made with them.
Reluctant Refusal. When a creature offers the
charmed in this way, the leprechaun partakes of the offering, treats the creature as a trusted friend, and seeks to defend it from harm. The charmed condition ends if the creature or any of its allies
Banishing Smite
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target.
Additionally, if this
attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home
Magic Items
Mythic Odysseys of Theros
the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player’s Handbook, but with the following differences:
Mounting or dismounting a chariot
creature pulling it.
If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn.
Monsters
Strixhaven: A Curriculum of Chaos
"} thunder damage.
Reduce to Memory (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Reduce to Memory"}. Thundering golden energy erupts around a creature the apprentice can
see within 90 feet of it. The creature must make a DC 12 Constitution saving throw, taking 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Reduce to Memory", "rollDamageType
Monsters
Icewind Dale: Rime of the Frostmaiden
d20; on a 1, the staff turns to water and is destroyed.Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that
creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Banishing Rebuke
Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules
breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created
Heward's Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules
breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created
Monsters
Misplaced Monsters: Volume One
Electrified Chassis. A creature that hits the scrapper with a melee attack while within 5 feet of it takes 19 (3d12);{"diceNotation":"3d12", "rollType":"damage", "rollAction":"Electrified Chassis
Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Wires"} to hit, reach 20 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 16) and must
Calm Emotions
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can
Monsters
Quests from the Infinite Staircase
. The pech makes two Fortified Pickaxe attacks. If it hits a Large or smaller creature with both attacks, the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Fortified
, where they live in clans and mine precious metals and gems.
Small and lithe, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid
Magic Items
Divine Contention
A fiery red crystal the size of a human palm.
Once per day as a bonus action, a villain can activate the ruinstone to undo one deed they have performed. The possibilities here are broad, but in
, one of the player characters disintegrates.
If a creature bound its soul to the ruinstone in the “Thalivar’s Beacon” quest, the artifact explodes when used and the creature who is
Equipment
the world have made great strides in helping those people deal with those injuries through Prosthetics.
When a creature with a Grievous Wound uses a Prosthetic, they ignore the penalties imposed by the
Grievous Wound while wearing a Prosthetic that replaces the lost or wounded body part.
Some Prosthetics can be enchanted with magic, giving them even further powers. Rules for Magical Prosthetics can be found in the Grim Hollow Campaign Guide.
Monsters
Planescape: Adventures in the Multiverse
"} force damage.
Power of Authority. The law bender targets a creature it can see within 60 feet of itself. The target must succeed on a DC 16 Intelligence saving throw or take 10 (3d6);{"diceNotation
armor, mage hand, prestidigitationProbability Loophole (3/Day). When the law bender or a creature it can see makes an attack roll, a saving throw, or an ability check, the law bender can cause the roll
Species
Spelljammer: Adventures in Space
DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that
Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and
Monsters
Icewind Dale: Rime of the Frostmaiden
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
Plane Shift
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the
creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Monsters
Planescape: Adventures in the Multiverse
. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a
creature takes 27 (6d8);{"diceNotation":"6d8", "rollType":"damage", "rollAction":"Time Breath", "rollDamageType":"force"} force damage and is magically weakened as it is desynchronized from the time stream
Monsters
Planescape: Adventures in the Multiverse
. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a
creature takes 31 (7d8);{"diceNotation":"7d8", "rollType":"damage", "rollAction":"Time Breath", "rollDamageType":"force"} force damage and is magically weakened as it is desynchronized from the time
Magic Items
Lost Laboratory of Kwalish
armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an
the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.






