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                        Returning 35 results for 'carried from'.
                    
                
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "} Piercing damage.
Antennae. The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the
                                                
                                            
                                                
                                                     5 feet of itself that isn’t being worn or carried. The touch destroys a 1-foot Cube of the object.Reflexive Antennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     worn or carried, it starts burning.FireIgnited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     (5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Hurl Flame", "rollDamageType":"Fire"} Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning.Fire, PoisonCold
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried.
The weapon has the following additional properties.
Clap of Thunder. As a Magic action, you can strike
                                                
                                            
                                                
                                                     Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren’t being worn or carried take 3d8 Thunder damage.
Earthquake. As a Magic action, you can strike the weapon
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    );{"diceNotation":"5d8+4", "rollType":"damage", "rollAction":"Hurl Flame", "rollDamageType":"Fire"} Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     replacement amulet is created.
A shield guardian’s amulet is subject to direct attack if it isn’t being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     that aren’t being worn or carried take 10d8 Thunder damage.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     turn unless you use this option on it again and it fails the save.
Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to
                                                
                                            
                                                
                                                     30 feet in any direction within the spell’s range.
If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn’t being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
Flammable objects in the Cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Thunderous Bellow"}. Constitution Saving Throw: DC 27, each creature and each object that isn’t being worn or carried in a 150-foot Cone. Failure: 78 (12d12);{"diceNotation":"12d12
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     in the area that aren’t being worn or carried are also pushed clear of the tower.
The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ’s space or collides with a solid object, the spell ends, and the bead explodes.
When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     space, each 5-foot square of slime representing a separate patch. Nonmagical objects worn or carried by the target that are made of metal or organic material are destroyed by the slime.
Poison Immunity
                                                
                                            
                                        






