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Returning 35 results for 'cloth when range'.
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Spells
Player’s Handbook
You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors
Magic Items
The Book of Many Things
This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:
Darkvision. You gain darkvision within a range of 60 feet
. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.
Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport
Monsters
Bigby Presents: Glory of the Giants
14 Strength saving throw or have the prone condition.
Force Bolt. Ranged Spell Attack: +4;{"diceNotation":"1d20+4", "rollType":"spell", "rollAction":"Force Bolt"} to hit, range 30 ft., one target
garment. When woven into cloth, the fleece serves as a cloak of protection. It can also be woven into the lining of armor to make armor of resistance that protects against cold, fire, or lightning damage.Cold, Fire, Lightning
Monsters
Tales from the Yawning Portal
, ends the invisibility as a bonus action, or dies.
Mantle Dependent. The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature’s spirit. The mantle has an AC and
spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side.
Speak with Animals. The nereid can comprehend and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Glaive", "rollDamageType":"necrotic"} necrotic damage.
Shortbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Shortbow"} to hit, range
hanging from a chain around the blackguard’s neck
8
Glaive adorned with a length of cloth bearing the words “I choose violence”
Smite. Immediately after the blackguard
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures
within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures
within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures
within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures
within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures
within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures
within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Beast Bond 1st-level divination Casting Time: 1 action Range: Touch Components: V, S, M (a bit of fur wrapped in a cloth) Duration: Concentration, up to 10 minutes You establish a telepathic link
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Holy Aura 8th-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Beast Bond 1st-level divination Casting Time: 1 action Range: Touch Components: V, S, M (a bit of fur wrapped in a cloth) Duration: Concentration, up to 10 minutes You establish a telepathic link
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Beast Bond 1st-level divination Casting Time: 1 action Range: Touch Components: V, S, M (a bit of fur wrapped in a cloth) Duration: Concentration, up to 10 minutes You establish a telepathic link
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Holy Aura 8th-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Beast Bond 1st-level divination Casting Time: 1 action Range: Touch Components: V, S, M (a bit of fur wrapped in a cloth) Duration: Concentration, up to 10 minutes You establish a telepathic link
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Holy Aura 8th-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Holy Aura 8th-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters
Elementalism Transmutation Cantrip (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You exert control over the elements, creating one of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube
Elementalism Transmutation Cantrip (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet (5 ft. Square)
Components: V, S
Duration: Instantaneous
You exert control over the elements
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters
Elementalism Transmutation Cantrip (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You exert control over the elements, creating one of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube
Elementalism Transmutation Cantrip (Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet (5 ft. Square)
Components: V, S
Duration: Instantaneous
You exert control over the elements
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mordenkainen’s Private Sanctum 4th-level abjuration Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered
chrysolite) Duration: 24 hours You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mordenkainen’s Private Sanctum 4th-level abjuration Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered
chrysolite) Duration: 24 hours You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
books, scrolls, or carved tablets; tapestries or woven “tomes” of embroidered cloth; complex scientific instruments; and religious icons or objects. They are fond of unique and unusual art objects
an amethyst dragon’s lair can sometimes cause items to transpose between one dragon’s hoard and the hoards of the dragon’s echoes, allowing for treasures with a surprising range of origins. Amethyst
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
books, scrolls, or carved tablets; tapestries or woven “tomes” of embroidered cloth; complex scientific instruments; and religious icons or objects. They are fond of unique and unusual art objects
an amethyst dragon’s lair can sometimes cause items to transpose between one dragon’s hoard and the hoards of the dragon’s echoes, allowing for treasures with a surprising range of origins. Amethyst
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your
chafing and to cushion the impact of blows. The suit includes gauntlets. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
protective magical garment. When woven into cloth, the fleece serves as a cloak of protection. It can also be woven into the lining of armor to make armor of resistance that protects against cold, fire
Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d6) force damage.
Reactions
Absorbent Fleece (Recharge 6). Immediately after the ram succeeds on a saving throw against a spell or a spell’s attack misses it, the ram can make one Force Bolt attack.
Brynn Metheney
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
protective magical garment. When woven into cloth, the fleece serves as a cloak of protection. It can also be woven into the lining of armor to make armor of resistance that protects against cold, fire
Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d6) force damage.
Reactions
Absorbent Fleece (Recharge 6). Immediately after the ram succeeds on a saving throw against a spell or a spell’s attack misses it, the ram can make one Force Bolt attack.
Brynn Metheney
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your
chafing and to cushion the impact of blows. The suit includes gauntlets. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding