Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'close feet'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        choose feet
                                    
                                
                                    
                                        cause feet
                                    
                                
                                    
                                        class feet
                                    
                                
                                    
                                        chosen feet
                                    
                                
                                    
                                        clone feet
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000 feet of you. If the creature is moving, you know the
                                                
                                            
                                                
                                                     direction of its movement.
The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close&mdash
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     direction of its movement.
The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object
                                                
                                            
                                                
                                                    Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    As a Magic action, you can open or close this bottle.
Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within
                                                
                                            
                                                
                                                     the smoke is Heavily Obscured.
Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet.
Closing the bottle causes the cloud
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a
                                                
                                            
                                                
                                                     command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up.
Once the Well of Many Worlds has opened a portal, it can’t do so again for 1d8 hours.
                                                
                                            
                                                
                                                    This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can take a Magic action to unfold the Well of Many
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails
                                                
                                            
                                                
                                                    .
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
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
                                                
                                            
                                                
                                                    You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
                                                
                                            
                                                
                                                    You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can take a Magic action to unfold a Portable Hole and
                                                
                                            
                                                
                                                     place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure.
A creature in the compartment can take a Utilize action to move as many as two of
                                                
                                            
                                                
                                                     unable to benefit from bonuses to speed.
2
Forward window shutter opens.
Forward window shutter closes.
3
Side window shutters open (two per side).
Side window shutters close (two per
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
                                                
                                            
                                                
                                                     other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     just happened.
56–60
A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.
61–65
You pull a nonmagical object
                                                
                                            
                                                
                                                     appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
                                                
                                            
                                                
                                                     creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.
Using a Higher
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
                                                
                                            
                                                
                                                     which you are proficient appears on your person. The DM chooses the weapon.
Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    Amphibious. The crab can breathe air and water.
Shell Camouflage. While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a
                                                
                                            
                                                
                                                     pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.Multiattack. The crab makes two Claw attacks.
Claw. Melee Weapon Attack
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Dimensional Lock. Other creatures can’t teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.
Magic Resistance. The canoloth has advantage on saving
                                                
                                            
                                                
                                                     grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue.A type of yugoloth, canoloths
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     encephalon cluster in a matter of days, at which point it begins producing its own gemmules.
Encephalons
When an illithid colony lays its eggs dangerously close to a Far Realm rift, an egg sac has a
                                                
                                            
                                                
                                                     creature within 5 feet of itself and forces the target to make a DC 14 Dexterity saving throw. On a failed save, the gemmule enters the target’s space and attaches to the target. While the gemmule is
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     mantrap detects any creatures nearby, it releases pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement
                                                
                                            
                                                
                                                     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.
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     resembles a massive version of its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed
                                                
                                            
                                                
                                                     feet, and the cluster of red eyes that are the most unsettling part of its appearance.
Terror from Above. The deep crow's most fearsome attack is the bite of its mandibles, which can seize and hold
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8);{"diceNotation":"2d8","rollType":"damage
                                                
                                            
                                                
                                                    ","rollAction":"Spit Fire","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.A firenewt warrior can spew fire. Many of these warriors have a close
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     damage.
Malevolent Presence. Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be charmed by it for 1 minute. A creature
                                                
                                            
                                                
                                                    , move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn’t choose a target, the charmed creature can act normally on its turn.
Radiant
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     lair.Scale Dust (1/Day). The scarab releases magical glittering dust from its wings. Each creature within 5 feet of the scarab must succeed on a DC 13 Dexterity saving throw or be outlined in blue light
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Luring Maestro. While within 60 feet of the matriarch, creatures have disadvantage on saving throws against the matriarch's Luring Song.
Magic Resistance. The matriarch has advantage on saving throws
                                                
                                            
                                                
                                                     disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.
Luring Song
                                                
                                            
                                        
                                                     Magic Items
                                                    Legendary Magic Items
                                                    
                                                
                                            
                                                     two linked teleportation portals, each one appearing on a flat surface of your choice that you can see within 1,500 feet of yourself. Alternatively, you can expend 1 charge as an action to relocate
                                                
                                            
                                                
                                                     create an open doorway up to 6 feet high and 4 feet wide. Any creature or object entering one portal exits from the other as if the two portals were a single opening that connects their locations.
A
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.Dragon chosen are mighty warriors who offer their bodies as vessels for a
                                                
                                            
                                                
                                                     skilled in close combat, using two weapons to tear at their foes.
Dragon Followers
Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Controlled Fall. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage.
Death Throes. When the draconian is
                                                
                                            
                                                
                                                     reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , an unfurnished stone chamber 30 feet in every dimension. A creature too big to fit in this space succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air
                                                
                                            
                                                
                                                     extradimensional chamber are expelled, appearing as close to the living spell's previous location as possible. Each expelled creature appears in a randomly determined unoccupied space, along with whatever it is
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet
                                                
                                            
                                                
                                                     and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.
Vanish. The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     feet of itself and immediately transforms into an encephalon gemmule. The gemmules obey the cluster’s commands and take their turns immediately after it.Aggressive Hunger. Immediately after being
                                                
                                            
                                                
                                                     hit by an attack, the cluster moves up to its speed toward the attacker. This movement doesn’t provoke opportunity attack;opportunity attacks. If the cluster ends this movement within 5 feet of
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     throws against being knocked unconscious.
Pack Tactics. The cerberus has advantage on an attack roll against a creature if at least one of the cerberus’s allies is within 5 feet of the creature
                                                
                                            
                                                
                                                     of the dead. Such isn’t the case for mortals, though, and they eagerly set upon those who tread too close to the Underworld’s borders.
Feared by the living and the dead, cerberi patrol
                                                
                                            
                                        






