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Returning 35 results for 'can range give to have range'.
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can range given to have range
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Range A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range. A range usually
takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell’s effect originates on something, as defined by the spell, that the spellcaster must touch within their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Range A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range. A range usually
takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell’s effect originates on something, as defined by the spell, that the spellcaster must touch within their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Range The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of
fire erupts. Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Range A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range. A range usually
takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell’s effect originates on something, as defined by the spell, that the spellcaster must touch within their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Range The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of
fire erupts. Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Range A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range. A range usually
takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell’s effect originates on something, as defined by the spell, that the spellcaster must touch within their
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Range The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of
fire erupts. Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Range The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of
fire erupts. Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tracking Position at Long Range If combat erupts between two groups that are hundreds of feet away from each other, try the following techniques to keep track of who’s where: Note Paper. List all
that each square is 30 feet. You don’t need to be precise about creatures’ positions, just their distance from each other. Dice as Range Counters. Do away with the grid and put miniatures in their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tracking Position at Long Range If combat erupts between two groups that are hundreds of feet away from each other, try the following techniques to keep track of who’s where: Note Paper. List all
that each square is 30 feet. You don’t need to be precise about creatures’ positions, just their distance from each other. Dice as Range Counters. Do away with the grid and put miniatures in their
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Wide Range of Talents No matter whether a ranger ranges in the crowded city streets, the trackless wilderness, or the most desolate and confounding planes, all ranger archetypes can find a place in
encounter, you stand at the back of the room and look dangerous. Just focus on a bit of sensitivity training to counter your predator’s instincts and you can be the definitive Acquisitions Incorporated
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Wide Range of Talents No matter whether a ranger ranges in the crowded city streets, the trackless wilderness, or the most desolate and confounding planes, all ranger archetypes can find a place in
encounter, you stand at the back of the room and look dangerous. Just focus on a bit of sensitivity training to counter your predator’s instincts and you can be the definitive Acquisitions Incorporated
Weapon Property
A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long
range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Magic Items
Dungeon Master’s Guide
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
Equipment
long. It costs 1 gp, and it deals 1d8 piercing damage on a hit. Although it has the thrown weapon property, the yklwa is not well balanced for throwing (range 10/30 ft.).
Magic Items
Dungeon Master’s Guide
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
Magic Items
Dungeon Master’s Guide
Name
Damage
Properties
Mastery
Simple Melee Weapons
Adamantine Club
1d4 Bludgeoning
Light
Slow
Adamantine Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20/60)
Nick
Adamantine Greatclub
1d8 Bludgeoning
Two-Handed
Push
Adamantine Handaxe
1d6 Slashing
Light, Thrown (Range 20/60)
Vex
Adamantine Javelin
1d6 Piercing
Thrown (Range 30/120)
Slow
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack and damage rolls made with this magic weapon
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
Magic Items
Dungeon Master’s Guide
. Once this property is used, it can’t be used again until the next dawn.
Weapons
Name
Damage
Properties
Mastery
Sylvan Talon Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20
While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.
Secret Message. As a Magic action, you can use the weapon to cast Message
Magic Items
Dungeon Master’s Guide
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Magic Items
Dungeon Master’s Guide
While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell’s sensor.
Magic Items
Dungeon Master’s Guide
You have a +1 bonus to attack and damage rolls made with this magic weapon
Magic Items
Dungeon Master’s Guide
You have a +3 bonus to attack and damage rolls made with this magic weapon
Magic Items
Dungeon Master’s Guide
While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can’t be cast from it again until the next dawn.
Magic Items
Dungeon Master’s Guide
This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
Spells
Player’s Handbook
You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell
.
You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or
Magic Items
Dungeon Master’s Guide
While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent
light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision.
Whenever
Magic Items
Dungeon Master’s Guide
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
Spells
Player’s Handbook
that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics
Magic Items
Dungeon Master’s Guide
While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
Magic Items
Dungeon Master’s Guide
You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor.
Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing
damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.
Magic Items
Dungeon Master’s Guide
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
Spells
Player’s Handbook
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
involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or