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Returning 35 results for 'can into called best some nearly'.
Magic Items
Dungeon Master’s Guide
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the
Spells
Player’s Handbook
until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not
Spells
Player’s Handbook
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting
effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.
The contingent spell takes effect only on you, even if it can normally target
Spells
Player’s Handbook
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object
Spells
Player’s Handbook
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object
Spells
Player’s Handbook
ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can
mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes
Magic Items
Dungeon Master’s Guide
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound
throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity
Spells
Player’s Handbook
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
Spells
Player’s Handbook
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
.
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
Magic Items
Dungeon Master’s Guide
Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some
its creator.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate
Classes
Player’s Handbook
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their
Monsters
Icewind Dale: Rime of the Frostmaiden
iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth
beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison.
An iron golem's body is smelted with rare tinctures and admixtures. Though other
Monsters
Baldur’s Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action.
Focus. If Rilsa damages a creature with a weapon attack, she gains advantage
on attack rolls against that target until the end of her next turn.
Tactical Leadership. As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn’t
Backgrounds
Wayfinder's Guide to Eberron
make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative
Exploration
7
Negotiation
8
Covert Operations
Feature: House Connections
As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave
Backgrounds
Wayfinder's Guide to Eberron
make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative
Negotiation
8
Covert Operations
Feature: House Connections
As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the
Monsters
Princes of the Apocalypse
golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is
halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can
Backgrounds
Spelljammer: Adventures in Space
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
provided by magic) has disadvantage on the attack roll unless the weapon deals piercing damage.
Movement. A creature can use an action to push off something heavier than itself and move up to its walking
Monsters
The Wild Beyond the Witchlight
which the sun and the eclipsed moon can be observed at the same time, either just before sunset or just after sunrise, when both bodies appear just above the horizon at nearly opposite points in the sky
Fey Ancestry. The Selenelion twins, Gleam and Glister, have advantage on saving throws against being charmed, and magic can’t put them to sleep.
Regeneration. A Selenelion twin regains 5 hit
Monsters
Out of the Abyss
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Slow"}. The Jade Spider targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw
against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus
Monsters
Mordenkainen Presents: Monsters of the Multiverse
fisher filaments can be woven into rope that is thin, tough, and nearly invisible. The creature’s shell is used in the manufacture of tools, armor, and jewelry. Its blood is alcoholic and tastes
Flammable Blood. If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.
Spider Climb. The cave fisher can climb difficult surfaces, including upside down on
Equipment
mangonel, two aft-mounted ballistae, and a reinforced bow for ramming. The tentacles that extend from the bow account for nearly half the ship’s keel length.
Squid ships can float and sail on water, and they can land on the ground.
Monsters
Waterdeep: Dungeon of the Mad Mage
","rollType":"recharge","rollAction":"Slow"}. The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed
save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both
Monsters
Waterdeep: Dungeon of the Mad Mage
","rollType":"recharge","rollAction":"Slow"}. The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed
save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both
Monsters
Out of the Abyss
","rollType":"recharge","rollAction":"Slow"}. The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed
save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both
Spells
Guildmasters’ Guide to Ravnica
Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the
duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is
Monsters
Phandelver and Below: The Shattered Obelisk
attacker Sildar can see would hit him with a melee attack, he can roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Parry"} and add the number rolled to his AC against the triggering attack
, provided he’s wielding a melee weapon.Sildar is a kindhearted human man of nearly fifty years who holds a place of honor in the famous griffon cavalry of Waterdeep. He is an agent of the Lords
Backgrounds
Ghosts of Saltmarsh
hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits
belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler’s clothes, and a belt pouch containing 10 gp
FEATURE: STEADY
You can move twice
Backgrounds
Wayfinder's Guide to Eberron
make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative
Exploration
7
Negotiation
8
Covert Operations
Feature: House Connections
As an agent of your house, you can always get food and lodging for yourself and your friends at a house
Backgrounds
Wayfinder's Guide to Eberron
make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative
Exploration
7
Negotiation
8
Covert Operations
Feature: House Connections
As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave
Monsters
Storm King's Thunder
entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network’s control. Shalvus believes that success will ensure
his swift rise through the Zhentarim ranks.
Ideal: “I’ll do what it takes to prove myself to the Zhentarim.”
Bond: “I love animals, and I’m very protective of them.”
Flaw: “I can’t resist taking risks to feed my ambitions.”
Magic Items
Waterdeep: Dungeon of the Mad Mage
This circlet is an uncommon magic item called a circlet of human perfection. Only humanoids can attune to it. The circlet transforms its attuned wearer into an attractive human of average height
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects
. Hit: 35 (4d12 + 9);{"diceNotation":"4d12+9", "rollType":"damage", "rollAction":"Crystal Club", "rollDamageType":"bludgeoning"} bludgeoning damage. Hit or Miss: The scion can cause the club to flare with
Monsters
Journeys through the Radiant Citadel
own, carving out territories they viciously defend.
Aurumvorax
An aurumvorax is an eight-legged, badger-like hunter. These aggressive omnivores attack any prey they think they can best, ambushing
Tunneler. The aurumvorax can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.Multiattack. The aurumvorax makes one Bite attack and two