Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'centered willing reaches'.
Other Suggestions:
centered willing reach
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
this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly
Magic Items
Guildmasters’ Guide to Ravnica
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon
vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a
Monsters
The Book of Many Things
"}. The knight unleashes a blaze of brilliant energy that fills a 30-foot-radius sphere centered on the knight. Each creature of the knight’s choice in that area must make a DC 15 Dexterity saving
Bastion)Knights of the Solar Bastion are battle-hardened veterans who operate independently across the multiverse. When word reaches the organization that a Deck of Many Things has appeared, the nearest
Monsters
Eberron: Rising from the Last War
doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell
-foot-radius sphere centered on a point it can see within 60 feet of it. Each creature in that area must make a DC 21 Wisdom saving throw. On a failure, a creature takes 45 (10d8);{"diceNotation":"10d8
Monsters
The Wild Beyond the Witchlight
Fire (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Radiant Fire"}. Mercion creates a magical explosion of fiery radiance centered on a point she can see within 120 feet of
her. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Radiant Fire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Corrupted Healing"}. The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Bringer of Plagues"}. The oinoloth blights the area in a 30-foot-radius sphere centered on itself. The blight lasts for 24 hours. While the area is
Spells
Tasha’s Cauldron of Everything
You and up to eight willing creatures within range fall unconscious for the spell’s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or
Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically
Backgrounds
Baldur’s Gate: Descent into Avernus
Baldur’s Gate has a modest academic community centered around the libraries of the High Hall and the various temples dedicated to gods of learning and innovation. Lecturers, researchers, and
aren’t as smart as I am, and I patiently explain anything and everything to others.
4
There’s nothing I like more than a good mystery.
5
I’m willing to listen to every
Monsters
Storm King's Thunder
reaches the forest floor carries an emerald green cast, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an
effect two rounds in a row:
Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and
Monsters
Mythic Odysseys of Theros
ground in a 30-foot radius centered on her. The area becomes difficult terrain until the start of her next turn. Any creature, other than Hythonia, takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage
cultists eagerly offered themselves up to the medusa’s petrifying gaze in hopes of gaining Pharika’s favor. Seeing herself surrounded by willing devotees, Hythonia formulated a cruel plan
Monsters
Divine Contention
trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every
-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw
Reverse Gravity
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward
ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking
Leviathan
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick.
When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw
reduced by 1d10;{"diceNotation":"1d10","rollType":"roll"}. When the wall reaches 0 feet in height, the effect ends.
A creature caught in the wall can move by swimming. Because of the force of the wave
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald
vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast
erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A shimmering, multicolored plane of light forms a vertical opaque wall--up to 90 feet long, 30 feet high, and 1 inch thick--centered on a point you can see within range. Alternatively, you can shape
the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Soldier Many retired soldiers of the Keoish army make their home in the southern reaches, and you are no different. You might have served some time as a member of the town guard. Regardless of
whether you did so, you have several friends among their ranks. The captain of the guard, Eliander Fireborn, is friendly toward fellow veterans and is willing to make time to meet with you if the need is urgent. At your option, you can also own a small plot of land and a farm outside town.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there
Compendium
- Sources->Dungeons & Dragons->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
upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Soldier Many retired soldiers of the Keoish army make their home in the southern reaches, and you are no different. You might have served some time as a member of the town guard. Regardless of
whether you did so, you have several friends among their ranks. The captain of the guard, Eliander Fireborn, is friendly toward fellow veterans and is willing to make time to meet with you if the need is urgent. At your option, you can also own a small plot of land and a farm outside town.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there
Compendium
- Sources->Dungeons & Dragons->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
upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area
fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, the source of House Tharashk’s wealth. These fields aren’t as rich as those in Q’barra, but there’s gold to be made by those willing to hunt for shards in the dangerous swamps. Vvaraak’s Cave The
to the Draconic Prophecy and the mysteries of druidic magic. Zarash’ak Because overland travel through Droaam or the Eldeen Reaches can be extremely dangerous, most people who need to do business in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, the source of House Tharashk’s wealth. These fields aren’t as rich as those in Q’barra, but there’s gold to be made by those willing to hunt for shards in the dangerous swamps. Vvaraak’s Cave The
to the Draconic Prophecy and the mysteries of druidic magic. Zarash’ak Because overland travel through Droaam or the Eldeen Reaches can be extremely dangerous, most people who need to do business in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The
reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The
reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The
reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The
reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Dream of the Blue Veil 7th-level conjuration Casting Time: 10 minutes Range: 20 feet Components: V, S, M (a magic item or a willing creature from the destination world) Duration: 6 hours You and up
to eight willing creatures within range fall unconscious for the spell’s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Dream of the Blue Veil 7th-level conjuration Casting Time: 10 minutes Range: 20 feet Components: V, S, M (a magic item or a willing creature from the destination world) Duration: 6 hours You and up
to eight willing creatures within range fall unconscious for the spell’s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell