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                        Returning 35 results for 'call feet'.
                    
                
                        
                            
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                                                     Backgrounds
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    , Navigator's Tools, Rope, Traveler's Clothes, 20 GP; or (B) 50 GP
You lived as a seafarer, wind at your back and decks swaying beneath your feet. Youâve perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.
                                                
                                            
                                        
                                                     Species
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     ancestorsâ great travels and travails. Inspired by those tales, many of those orcs wonder when Gruumsh will call on them to match the heroic deeds of old and if they will prove worthy of his favor
                                                
                                            
                                                
                                                    . Other orcs are happy to leave old tales in the past and find their own way.
Orc Traits
Creature Type: HumanoidSize: Medium (about 6â7 feet tall)Speed: 30 feet
                                                
                                            
                                        
                                                     Species
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     embrace or lament their fiendish legacy. The three legacies are described below.
Abyssal
The entropy of the Abyss, the chaos of Pandemonium, and the despair of Carceri call to tieflings who have the
                                                
                                            
                                                
                                                     to devils.
Tiefling Traits
Creature Type: HumanoidSize: Medium (about 4â7 feet tall) or Small (about 3â4 feet tall), chosen when you select this speciesSpeed: 30 feet
                                                
                                            
                                        
                                                     Species
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     of dwarves were built in hills or mountains, and the families who trace their ancestry to those settlements call themselves hill dwarves or mountain dwarves, respectively. The Greyhawk and Dragonlance
                                                
                                            
                                                
                                                     settings have such communities.
Dwarf Traits
Creature Type: HumanoidSize: Medium (about 4â5 feet tall)Speed: 30 feet
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Bound. The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amuletâs wearer can telepathically call the guardian to travel to
                                                
                                            
                                                
                                                     it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amuletâs wearer, half of any damage the wearer takes (round up) is transferred to
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     sounds, which can be heard out to 120 feet: a finchâs chirp, a ravenâs caw, a duckâs quack, a chickenâs cluck, a gooseâs honk, a loonâs call, a turkeyâs gobble, a
                                                
                                            
                                        
                                                     Species
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     example, they call themselves sun or moon elves in the Forgotten Realms setting, Silvanesti and Qualinesti in the Dragonlance setting, and Aereni in the Eberron setting
Wood Elves
Wood elves carry the
                                                
                                            
                                                
                                                     the Kagonesti and the Tairnadal are wood elves of the Dragonlance and Eberron settings, respectively.
Elf Traits
Creature Type: HumanoidSize: Medium (about 5â6 feet tall)Speed: 30 feet
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell, choose a point
                                                
                                            
                                                
                                                     you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution
                                                
                                            
                                                
                                                    . Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points.
If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a
                                                
                                            
                                                
                                                     reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirrorâs
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
                                                
                                            
                                                
                                                    : Bonus equals your spell attack modifier, reach 10 feet. Hit:1d6 + 4 + the spellâs level Piercing damage.
Breath Weapon. Dexterity Saving Throw: DC equals your spell save DC, each creature in
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
                                                
                                            
                                                
                                                     Force damage.
Bonus Actions
Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spiritâs chosen mood
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     within 10 feet of the wand is destroyed.
Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage
                                                
                                            
                                                
                                                    ).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     detrimental property
Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:
Call Lightning
Divine Word
Finger of Death
Once you use the sword to
                                                
                                            
                                                
                                                     of 13, and a Charisma of 16. It has hearing and Darkvision out to 120 feet.
The weapon communicates telepathically with its wielder and speaks Common.
Personality. The swordâs purpose is to
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
                                                
                                            
                                                
                                                     enemyâs reach.
Pack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spiritâs allies is within 5 feet of the creature and
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
                                                
                                            
                                                
                                                     spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spellâs level.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
                                                
                                            
                                                
                                                     takes 1d10 Fire damage.
Stony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
                                                
                                            
                                                
                                                     emits psionic energy if it doesnât have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creatureâs form
                                                
                                            
                                                
                                                     space and takes 1d10 Force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spellâs level (round down).
Deathly Touch (Ghostly Only
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
                                                
                                            
                                                
                                                     attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spellâs level Fire damage.
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Aura of Murder. As long as the night blade is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such
                                                
                                            
                                                
                                                     charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their godâs power to leave their
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     Fire (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Radiant Fire"}. Mercion creates a magical explosion of fiery radiance centered on a point she can see within 120 feet of
                                                
                                            
                                                
                                                     against what I hold dear.â
Ideal. âTruth begets art and beauty, while deceit does nothing but tear the fabric of our souls.â
Bond. âEvildoers beware! Valorâs Call is
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , protection from evil and good
1/day each: lesser restoration, remove curse, zone of truthProtect Another. When a creature Strongheart can see attacks another creature that is within 5 feet of him
                                                
                                            
                                                
                                                     comfort to those who have no goodness in them.â
Ideal. âJustice needs champions. I count myself as one.â
Bond. âValorâs Call is not just an assembly of like-minded
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    Captivating Presence. Any creature that starts its turn within 30 feet of Rakdos must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by Rakdos for 1 minute or until
                                                
                                            
                                                
                                                     the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Rakdosâs Captivating Presence for 24 hours.
Cruel Entertainment. When a creature Rakdos
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     per turn.
Entangling Growth. Immediately after a creature the hart can see within 120 feet of itself hits it with an attack roll, the hart reduces the damage to itself by half. The attacker must
                                                
                                            
                                                
                                                     as it is grappled. The beanstalks vanish after 1 minute, if the hart has the incapacitated condition, or when the hart dies.
Lightning Call. In response to making a saving throw, the hart calls down a
                                                
                                            
                                        
                                                    Staff of Birdcalls
                                                    
    
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                                                     Magic Items
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     to a range of 60 feet: a finchâs chirp, a ravenâs caw, a duckâs quack, a chickenâs cluck, a gooseâs honk, a loonâs call, a turkeyâs gobble, a seagullâs
                                                
                                            
                                        
                                                     Magic Items
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    You gain a +2 bonus to attack and damage rolls made with this magic weapon.
As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon
                                                
                                            
                                                
                                                     call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ","rollAction":"Call to Honor"} sword wraith warrior;sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns
                                                
                                            
                                                
                                                    Turning Defiance. The commander and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn Undead.
Unusual Nature. The commander doesnât require
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    ":"piercing"} piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliverâs allies.
Shortsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
                                                
                                            
                                                
                                                     roll or if the target is within 5 feet of one of Molliverâs allies.
Levitate. While wearing boots of levitation, Molliver casts levitate (self only).Uncanny Dodge. Molliver halves the damage
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     within 5 feet of the creature and the ally isn't incapacitated.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 4 (1d4
                                                
                                            
                                                
                                                    ":"roll","rollAction":"Bite"} every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.A monstrously swollen female diseased giant rat [6 feet long] that
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Aura of Murder. As long as the death's head is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage
                                                
                                            
                                                
                                                    ","rollDamageType":"piercing"} piercing damage.
Stunning Gaze. The death's head targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be stunned until the end
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Aura of Murder. As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.
Innate
                                                
                                            
                                                
                                                     learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     damage if used with two hands.
One with the Worldsoul. The horncaller chooses one beast it can see within 30 feet of it. If the beast can hear the horncaller, the beast uses its reaction to make one melee
                                                
                                            
                                                
                                                     attack against a target that the horncaller can see.Specialized shamans called horncallers use their magic to call wild beasts to fight alongside Selesnya troops. In quieter times, they tend the animals associated with Selesnya enclaves and parks.
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Death Burst. When the spirit statue is reduced to 0 hit points, the statue crumbles, and the spirit returns to the afterlife in a burst of ghostly white flame. Each creature within 5 feet of it must
                                                
                                            
                                                
                                                     call upon the spirits of dead creatures. Mages seeking longer-term assistance from ancient spirits have learned to house these spirits in statues, giving them a more permanent residence from which to
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6);{"diceNotation":"1d6
                                                
                                            
                                                
                                                    ): detect magic, faerie fire, thunderwave
2nd level (3 slots): gust of wind, hold person, lesser restoration
3rd level (2 slots): call lightning, wind wallTalon. Melee Weapon Attack: +4;{"diceNotation
                                                
                                            
                                        






