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Returning 35 results for 'can reasons get to have ranges'.
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Magic Items
Dungeon Master’s Guide
an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Magic Items
Dungeon Master’s Guide
This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat, a Frog, or a Rat. The summoned creature magically appears in the hat and
tries to get away from you as quickly as possible. The creature is Indifferent toward you and other creatures, and it isn’t under your control. It behaves as an ordinary creature of its kind
Spells
Player’s Handbook
that save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route
.
Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is
Magic Items
Dungeon Master’s Guide
throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you
that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack
Spells
Player’s Handbook
You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each
finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Spells
Player’s Handbook
, though you might get a different creature anyway (DM’s choice).
When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
Classes
Player’s Handbook
, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP
Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They
to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Becoming a Rogue...
As a Level 1 Character
Gain all the traits in the Core Rogue
Equipment
This swift but cramped ship is made mostly of metal. It can’t float on water, but its legs enable it to land safely on the ground. A sliding hatch just behind the wings allows access to the
ship’s mangonel turret. The ship’s cargo hold can easily be turned into crew cabins or another weapon deck.
Damselfly ship;Damselfly ships are often used as courier vessels and armored
Monsters
Vecna: Eve of Ruin
restrained condition, and the degloth can’t use this fist to grapple another target. The degloth has two fists.Degloths are massive, blue, bipedal demons with razor-studded fists. They are commonly
used as shock troops on the front lines of wars waged in the Abyss and other Outer Planes. Degloths gravitate toward violence and mayhem without caring about the reasons behind the bloodshed. They enjoy
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
combat, irda seekers can momentarily cloak themselves as they dart around the battlefield.
Irda
The Dragon Queen created the irda long ago. While most irda embraced their wicked creator’s
minions.
Distantly related to oni, ogre;ogres, and other giant folk, irda have shimmering skin that ranges through shades of indigo and sea green. Their innate magic provides them with limited shape
Backgrounds
Sword Coast Adventurer's Guide
good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which
you might or might not choose to share.
Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for
Monsters
Planescape: Adventures in the Multiverse
from an attack that hits it, provided it can see the attacker.Cuprilachs infiltrate places of power throughout the multiverse, serving as spies and assassins. They strike surgically, following the
frequently encountered on their home plane, the Outlands, where they work to ensure that no force overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges
Monsters
Planescape: Adventures in the Multiverse
with the sheen of bare iron. Their bodies are honed to razor edges, and from it they can fling bolts of sharpened metal.
Rilmani
Rilmani protect the balance between the forces and philosophies of
living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.Psychic
Backgrounds
Guildmasters’ Guide to Ravnica
journals or hidden away in someone’s mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission’s sole purpose is to conceal the
. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from
Monsters
Strixhaven: A Curriculum of Chaos
Regeneration. The apprentice regains 5 hit points at the start of its turn if it has at least 1 hit point.
Verdant Talisman. At the end of a 10-minute ritual, the apprentice can touch one willing
creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6;{"diceNotation":"1d6
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
/day each: invisibility, major image, phantasmal force
1/day: hallucinatory terrain (as an action)Obscuring Mist. If a creature that the veil keeper can see within 30 feet of itself is targeted by an
veil keepers protect their companions by weaving magical mirages that disorient foes. Rumors say that the most skilled irda veil keepers can keep entire enclaves hidden, guarding a community’s
Monsters
Icewind Dale: Rime of the Frostmaiden
previous existence.
For reasons unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or
Innate Spellcasting (Psionics). The ceremorph’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will
Monsters
Storm King's Thunder
would do anything to make them feel happy and safe.”
Flaw: “I can’t remember people’s names and often get them mixed up.”Bludgeoning, PiercingFire
Monsters
Planescape: Adventures in the Multiverse
overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and
":"Invoke Weakness"}. The aurumach attempts to use its magic to weaken the defenses of a creature it can see within 120 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or become
Monsters
Icewind Dale: Rime of the Frostmaiden
knucklehead trout can't easily be caught in nets. Moreover, using a line to reel in such a strong fish is a significant undertaking. Incautious fishers who get pulled into freezing water can quickly die
Water Breathing. The trout can breathe only underwater.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2
Monsters
Vecna: Eve of Ruin
Legendary Resistance (3/Day). If the false lich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The false lich has advantage on saving throws against spells and magical
affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The false lich casts one of the following spells, requiring no
Monsters
Storm King's Thunder
that rely on smell.
Poison Sense. A tressym can detect whether a substance is poisonous by taste, touch, or smell.Claws. Melee Weapon Attack: +0;{"diceNotation":"1d20+0","rollType":"to hit
experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind
Monsters
Strixhaven: A Curriculum of Chaos
pledgemage can touch one willing creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add
":"4d8","rollType":"damage","rollAction":"Briar Vine","rollDamageType":"poison"} poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself
Monsters
Fizban's Treasury of Dragons
gold coins. They feed on tiny mites that infest a dragon’s scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also produce a glittering
metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as they move about the
Monsters
Tomb of Annihilation
on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
each of the target’s turns. If the mantrap dies, the creature inside it is no longer restrained by it. A mantrap can engulf only one creature at a time.Attractive Pollen (1/Day). When the
Monsters
Fizban's Treasury of Dragons
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType
psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local
Monsters
Spelljammer: Adventures in Space
Disembodied Voice. Up to three times in its life, the zodar can cause a message of up to twenty-five words to issue from the air around it. It speaks only when it has something profoundly important
to say, and the message can be understood by any creature that has an Intelligence score of 2 or higher.
Legendary Resistance (3/Day). If the zodar fails a saving throw, it can choose to succeed
Monsters
Icewind Dale: Rime of the Frostmaiden
Mountain Born. Aruk is acclimated to high altitude, including elevations above 20,000 feet.
Powerful Build. Aruk counts as one size larger when determining his carrying capacity and the weight he can
mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse to get along, and competition between
Magic Items
Acquisitions Incorporated
wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
Get Away From It All. As an action, you can
While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will.
Turn-by
Monsters
Fizban's Treasury of Dragons
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Multiattack. The dragon makes one Bite attack and two Claw attacks
weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn’t require
do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most
Monsters
The Wild Beyond the Witchlight
they take from an attack made against them, provided they can see the attacker.Molliver is a thief who gives most of what they steal to the destitute, keeping a few choice items for their own use. They
, counting on their friends to bail them out whenever they get in over their head. They always have a friendly jibe or acerbic remark on the tip of their tongue, and their cavalier attitude doesn’t
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
citadels.
Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollAction":"Fae Blade", "rollDamageType":"force"} force damage.
Vexing Prank. The high fae targets one creature it can see within 60 feet of itself with a magical trick. The target must make a DC 18 Wisdom
mischievous manipulators who delight in disguising themselves with magic to vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae
Monsters
Strixhaven: A Curriculum of Chaos
Campus Knowledge. While at Strixhaven, the guide can’t become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at
Strixhaven.
Univocal Speech. When the guide speaks, any creature that knows at least one language and can hear the guide understands what it says.
Unusual Nature. The guide doesn’t require air, food