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Returning 35 results for 'closer'.
Spells
Player’s Handbook
, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Spells
Player’s Handbook
when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance
Thorn Whip
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Oaken Bolter
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature
, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time.
Explosive Bolt (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
Gust of Wind
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;t reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Harpoon", "rollDamageType
, the clockwork is incapacitated until the end of its turn.
8
Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
PoisonReel In. The clockwork pulls the creature grappled by its Harpoon up to 20 feet closer.
Magnifying Glass
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as
Monsters
Mythic Odysseys of Theros
":"radiant"} radiant damage.Alseid
Touched with the golden light of the sun, alseids inhabit meadows, plains, and lands of cultivated natural beauty. Many live in closer proximity to human civilization
Monsters
Mordenkainen Presents: Monsters of the Multiverse
these sorrowsworn spot other creatures, they feel keenly the need for interaction and launch their harpoon-like arms to drag their victims closer.
Sorrowsworn
The Shadowfell’s pervasive
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
howler. Even at a distance, listeners’ minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn’t
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
Monsters
Storm King's Thunder
runes. Unbeknown to Storvald, the runes are steering the frost giants not to Artus Cimber but to other, closer individuals who carry the Cimber bloodline — Artus’s living relatives, most of whom know nothing about the Ring of Winter’s whereabouts.Cold
Monsters
Strixhaven: A Curriculum of Chaos
","rollAction":"Briar Vine","rollDamageType":"poison"} poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself.
Spellcasting. The apprentice casts
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
Cube of Force
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as
magic-items
attack (+8 to hit) against one target within 30 feet of you. On a hit, the target takes 3d8 piercing damage, and, if the target is a Large or smaller creature, or an object that weighs less than 500 pounds, you pull it up to 10 feet closer to you.
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
Monsters
Strixhaven: A Curriculum of Chaos
","rollAction":"Verdant Lash","rollDamageType":"poison"} poison damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet closer to the professor.
Spellcasting. The
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
allying with whatever they believe will get them closer to that power.
Much of a Dunbarrow witch’s magic is performed at cauldrons and delivered as a poison or potion. The most aggressive witch
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the
magic-items
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
closer to you and remains Grappled. Once this property is used, it can’t be used again until 12 hours have passed.
Limb Replacement. If you’re missing an arm or forearm, you can graft the