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Returning 35 results for 'cast reach ground to her rest'.
Magic Items
Dungeon Master’s Guide
you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
23–30
10 gems worth 100 GP each
31–44
Wooden ladder (24 feet long
)
45–51
Riding Horse with a Riding Saddle
52–59
Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
60–68
4 Potion of Healing;Potions of
Spells
Player’s Handbook
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward
and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.
If a ceiling or an anchored object is encountered in
Spells
Player’s Handbook
creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t cast spells again, and you have Disadvantage on D20 Tests.
is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a
Monsters
Monster Manual
Blight Seeds. When it finishes a Long Rest, the blight expels 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Blight Seeds"} seeds into unoccupied spaces on the ground within 30 feet of
Life-Draining Root.
Slam. Melee Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Slam"}, reach 10 ft. Hit: 25 (4d8 + 7);{"diceNotation":"4d8+7", "rollType":"damage
Monsters
Monster Manual
finish a Long Rest before using this trait to cast that spell again.
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
Monsters
Monster Manual
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
Magic Items
Dungeon Master’s Guide
Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.
spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10
Spells
Player’s Handbook
be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells.
If you cast the spell more than once before
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
question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast
Monsters
Monster Manual
least 1 Hit Point.Multiattack. The slaad makes three Mutating Claw attacks.
Mutating Claw. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Mutating Claw"}, reach 10 ft
every 24 hours and doesn’t return to normal after finishing a Long Rest. If the curse reduces the target’s Hit Point maximum to 0, the curse ends, and instead of dying, the target
Magic Items
Dungeon Master’s Guide
a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast it is wasted. In either case, you can’t use this property again until you finish a Long Rest.
amulet as a Spellcasting Focus for your Warlock spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Warlock spell list and have
Species
Player’s Handbook
Corellon’s dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, but that which Corellon had taken from them was lost forever.
No longer able
to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.
An environment subtly transforms elves after they inhabit it for a millennium or
Magic Items
Dungeon Master’s Guide
special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
Spells
Player’s Handbook
Difficult Terrain.
When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has
. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to
Monsters
Monster Manual
Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain.
Gibbering. The mouther babbles incoherently while it doesn’t have the Incapacitated
random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.Bite. Melee Attack Roll: +2
Spells
Player’s Handbook
as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Equipment
immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced
make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Spells
Player’s Handbook
to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as
up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Spells
Player’s Handbook
a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.
If you cast the spell more than once before
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
area, it takes 2d4 Piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must
The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the
Spells
Player’s Handbook
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Each
creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to
Spells
Player’s Handbook
Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.
When you cast this spell, you
You touch up to four nonmagical Arrows or Crossbow Bolts;Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can’t be physically uprooted, and whenever a
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Spells
Player’s Handbook
An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast
spells or make attacks with Ranged or Reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Magic Items
Dungeon Master’s Guide
This rod has the following properties.
Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the
following spells from it:
Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground
Spells
Player’s Handbook
an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack
. On a hit, the target takes 1d8 Fire damage.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Spells
Player’s Handbook
, its Hit Point maximum is half as much, and it can’t cast this spell.
The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The
simulacrum can’t gain levels, and it can’t take Short or Long Rests.
If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during
Monsters
Monster Manual
its Hit Points in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Undead Restoration"} days unless a Wish spell is cast on its remains.Multiattack. The demilich makes three Necrotic Burst
attacks.
Necrotic Burst. Melee or Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Necrotic Burst"}, reach 5 ft. or range 120 ft. Hit: 24 (7d6);{"diceNotation
Spells
Player’s Handbook
. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light.
Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead.
Extradimensional
reach into it.
Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don’t share a common language.
Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.
Monsters
Monster Manual
ritual consumes.Multiattack. The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).
Rend. Melee Attack Roll: +13
;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"rend"}, reach 10 ft. Hit: 18 (2d10 + 7);{"diceNotation":"2d10+7", "rollType":"damage", "rollAction":"rend", "rollDamageType":"Slashing
Spells
Player’s Handbook
You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire
, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to
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
Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned
Magic Items
Dungeon Master’s Guide
. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the
no remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.