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Returning 35 results for 'chapter within rider'.
Other Suggestions:
chapter within river
charger within rites
caster within rites
chamber within rises
caster within rises
Monsters
Monster Manual
Confer Fire Resistance. The nightmare can grant Resistance to Fire damage to a rider while it is on the nightmare.
Illumination. The nightmare sheds Bright Light in a 10-foot radius and Dim Light
.
Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice versa.Fire
Spells
Player’s Handbook
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit
steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
Spells
Player’s Handbook
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed
you’re within 5 feet of it.
Actions
Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial
Magic Items
Dungeon Master’s Guide
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
on Initiative rolls.
Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"", "rollDamageType":"slashing"} slashing damage.
Fell Glare. The rider gazes at a creature within 30 feet of itself
Mounted Adept. While mounted and without the incapacitated condition, the rider has advantage on melee attack rolls against any unmounted creature smaller than its mount, the rider and its mount have
Monsters
Mythic Odysseys of Theros
Aura of Silence. When a creature starts its turn within 30 feet of the ashen rider, the rider can force that creature to make a DC 18 Wisdom saving throw if the rider can see it. On a successful save
ashen rider targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, or it takes 27 (5d10);{"diceNotation":"5d10","rollType":"damage
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. When a creature marked by the archon’s Radiant Lance ends its turn within 120 feet of the archon, the archon teleports to an unoccupied space it can see within 5 feet of the creature.
Haunting
Radiance. Immediately after a creature within 120 feet of the archon forces it to make a saving throw, the archon responds with a burst of light. The creature must succeed on a DC 17 Constitution
Magic Items
Mordenkainen Presents: Monsters of the Multiverse
A rider binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with
scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, calling to those close to death. Each non-Undead creature within 120 feet of the specter must make a DC 15 Constitution saving throw. On a failure, the creature hears the wail and is marked for death
specter and imagine the rider in command of the mount, but the truth is the opposite; the flying horror is an Undead monster that scours the wilds for a knightly corpse. On finding one, the horror binds its
Monsters
Waterdeep: Dragon Heist
Lance. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Lance"} to hit (with disadvantage against a target within 5 ft.), reach 10 ft., one target. Hit: 8 (1d12 + 2
","rollDamageType":"piercing"} piercing damage.Feather Fall. The rider wears a magic ring with which it can cast the feather fall spell on itself once as a reaction to falling. After the spell is cast, the
Monsters
Storm King's Thunder
lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8);{"diceNotation":"12d8","rollType":"damage
breathing
Roleplaying Information
A skilled rider of rocs and whales, Shaldoor believes that Annam the All-Father shattered the ordning to push giants into war against the dragons. She is thrilled to
Monsters
Ghosts of Saltmarsh
;s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Toad Rider. The royal has advantage on melee attacks its makes while riding a toad mount.Multiattack
makes a loud pronouncement. Each ally of the royal that is within 60 feet of the royal and can hear the pronouncement has advantage on its first attack roll on its next turn.
Monsters
The Book of Many Things
Card Sense. The riffler can smell the presence of magical cards, including Deck of Many Things;Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any
material components and using Charisma as the spellcasting ability.Shuffle Destiny. When a creature the riffler can see within 30 feet of itself makes an ability check, an attack roll, or a saving throw
Monsters
Baldur’s Gate: Descent into Avernus
-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrik’s next turn.Second son of Duke Thalamra
torpor (ingested);torpor (see "Poisons" in chapter 8 of the Dungeon Master’s Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal.
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within
the previous 30 days.
Borrow Object. You name a mundane item with a value of 50 gp or less and it appears in your hand or at your feet. This can be any item that appears in chapter 5, “Equipment
Magic Items
Icewind Dale: Rime of the Frostmaiden
fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it
(frost fingers), and a poem called “Rime of the Frostmaiden” (see appendix E). The poem is an incantation, the power of which can be used to split a glacier (see chapter 6). The poem might have other capabilities, at your discretion.
Monsters
Acquisitions Incorporated
","rollType":"roll","rollAction":"Sneak Attack"} damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't
can be any item found on the Adventuring Gear table in chapter 5, “Equipment,” of the Player’s Handbook. The item must be worth no more than 15 gp.Multiattack. The spy makes two melee
Magic Items
Guildmasters’ Guide to Ravnica
.
When you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a creature. If there isn’t
description — unless you’re directed to chapter 6 of this source instead.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are
Backgrounds
Mythic Odysseys of Theros
among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent
comfortable lifestyle, as per the “Practicing a Profession” downtime activity in chapter 8 of the Player’s Handbook.
Magic Items
Baldur’s Gate: Descent into Avernus
Magic Weapon. The Blade of Avernus is a magic weapon that functions as a vorpal sword.
Random Properties. The sword has the following randomly determined properties, as described in chapter 7 of the
Avernus. As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed
Monsters
Guildmasters’ Guide to Ravnica
, or half as much damage on a successful one.Feed on Death. When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 (1d10);{"diceNotation":"1d10","rollType":"roll
show how life sprouts from death.
Golgari shamans paint their faces so they appear to have extra eyes on their cheeks and chins. They sometimes use magical moodmark paint (described in chapter 5) to
Monsters
Acquisitions Incorporated
*New spell introduced in chapter 3Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit
on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It
Monsters
Icewind Dale: Rime of the Frostmaiden
Pack Tactics. The vampire has advantage on an attack roll against a creature if at least one of the vampire’s allies is within 5 feet of the creature and the ally isn’t incapacitated
has a small number of kobold vampire spawn minions to keep it company in the Caves of Hunger (see chapter 6). The vampiric kobolds are terrified of the gnoll vampire and can't understand its commands
Monsters
The Book of Many Things
Aura of Protection. The knight and each ally within 10 feet of it have advantage on saving throws. This trait is suppressed while the knight has the incapacitated condition.Multiattack. The knight
, knights who track the Grim Harrow through the multiverse might resemble rangers instead of paladins.
In addition, Sir Jared, detailed at the end of chapter 10, can serve as a model for knights with a lower challenge rating.
Magic Items
Mythic Odysseys of Theros
.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
Arrows of the Seasons. The four arrows—each associated with a season
the arrows is 18. Each arrow has a unique property:
Spring. As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals
Monsters
Mythic Odysseys of Theros
Blessings of the Gods. While the oracle is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. In addition, a creature that hits the oracle with a melee attack while within
divine omens (such as those presented in chapter 4) might seek out an oracle to gain a clearer vision of the god’s intentions. Finding an oracle, though, or one experienced in interpreting certain types of visions, might prove to be an adventure in its own right.
Monsters
Guildmasters’ Guide to Ravnica
following spells, requiring no material components:
At will: detect thoughts, encode thoughts (see chapter 2), freedom of movement, vicious mockery (4d4;{"diceNotation":"4d4","rollType":"damage
innate spells.
Shifting Nightmare (Costs 3 Actions). Lazav rapidly takes the form of several nightmarish creatures, lashing out at all nearby. Each creature within 10 feet of Lazav must succeed on a DC
Monsters
The Wild Beyond the Witchlight
attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn't incapacitated and Raezil doesn't have disadvantage on the attack roll.Multiattack. Raezil
on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see “Rules of Conduct” in chapter 2) to help the characters complete any
Monsters
The Book of Many Things
Magic Resistance. The talon beast has advantage on saving throws against spells and other magical effects.
Sense Magic. The talon beast can detect and pinpoint the location of magic within 120 feet
Underdark.
Many scholars agree there’s a link between talon beasts, the constellation of the Talons (see chapter 13), and the Talons card found in a Deck of Many Things, but it’s not
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The wastrilith can breathe air and water.
Corrupt Water. At the start of each of the wastrilith’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect
", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Grasping Spout. The wastrilith magically launches a spout of water at one creature it can see within 60 feet of
Magic Items
Mythic Odysseys of Theros
within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either
worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined.
See “Artifacts” in chapter 7 of the Dungeon Master’s
Magic Items
Princes of the Apocalypse
apply, as detailed in chapter 5 of the Dungeon Master’s Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of
is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use.
Air Orb. When this orb detonates, it creates a powerful windstorm
Magic Items
The Book of Many Things
This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The
trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards; see chapter 18). While your soul is trapped in this
Magic Items
Curse of Strahd
Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30
must succeed on a DC 12 Wisdom saving throw or be afflicted with short-term madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
Blight Bane. While you are attuned
Monsters
Acquisitions Incorporated
Defensive Advantage. As long as two or more of Splugoth’s allies are within 5 feet of him and are not incapacitated, attack rolls against him are made with disadvantage.
Nimble Escape
walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next