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Returning 35 results for 'clothing whisper range'.
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Spells
Player’s Handbook
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through
Spells
Player’s Handbook
discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a
Magic Items
Acquisitions Incorporated
item. As an action, you can cause the jar to function as a wand of enemy detection, whereupon it whispers the direction to foes within range. This property of the whisper jar can’t be used
Also at rank 1, you are the beneficiary of a whisper jar — a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others’ stories and your own
Monsters
Heroes of the Borderlands
", "rollDamageType":"Piercing"} Piercing damage.
Light Crossbow. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Light Crossbow"}, range 80/320 ft. Hit: 7 (1d8 + 3
-proclaimed “gentleman thief,” Pral abides by a strict personal code. He never kills, and he always upholds his end of any bargain he makes. A lover of good food, comfortable lodgings, and stylish clothing, Pral squanders the spoils of each robbery on his extravagant lifestyle.
Monsters
Quests from the Infinite Staircase
Arcane Burst. Melee or Ranged Spell Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Arcane Burst"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2
hide their identities and intentions behind silver masks depicting the face of their god. Secrecy is key among the Mages of Usamigaras. Members whisper in the presence of outsiders and pepper their
Monsters
Icewind Dale: Rime of the Frostmaiden
":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger
","rollDamageType":"piercing"} piercing damage.
Javelin. Melee or Ranged Weapon Attack: +0;{"diceNotation":"1d20+0","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target
Magic Items
Princes of the Apocalypse
This small dart is decorated with designs like windy spirals that span the length of its shaft.
When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice
within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the
Monsters
Quests from the Infinite Staircase
":"to hit", "rollAction":"Arcane Burst"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType
. Members whisper in the presence of outsiders and pepper their speech with lies, even obvious ones. Such behavior isn’t rude among members, who view deceit as worthy of celebration, not
Monsters
The Book of Many Things
Whisper.
Poison Blade. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Poison Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d4 + 5
Blade", "rollDamageType":"poison"} poison damage.
Beguiling Whisper. The infiltrator magically whispers to a creature it can see within 30 feet of itself. The target must succeed on a DC 17 Wisdom saving
Monsters
Icewind Dale: Rime of the Frostmaiden
;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Cold Ray"} to hit, range 60 ft., one target. Hit: 25 (4d10 + 3);{"diceNotation":"4d10+3","rollType":"damage","rollAction":"Cold Ray","rollDamageType
frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died.
God-Spawned Horrors. Gods that personify
Monsters
Icewind Dale: Rime of the Frostmaiden
"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Ice Dagger","rollDamageType":"piercing"} piercing damage plus 5 (2d4
or cold weather clothing and doesn't appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake.Cold
Monsters
Waterdeep: Dragon Heist
. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Oversized Longbow"} to hit, range 150/600 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType
hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks off without so much as a whisper. Where he comes from — if he even has a home — remains a mystery, as
Spells
Elemental Evil Player's Companion
You seize the air and compel it to create one of the following effects at a point you can see within range:
One Medium or smaller creature that you choose must succeed on a Strength saving throw
up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Monsters
Icewind Dale: Rime of the Frostmaiden
Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Chardalyn Javelin","rollDamageType":"piercing"} piercing
, specifically ones suffused with demonic magic (see the sidebar on Chardalyn). This exposure has transformed them into fiends. They shed their heavier protective clothing and embrace the frigid cold, allowing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait
clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged metal to forge crude weapons, armor, and tools.
Monsters
Waterdeep: Dragon Heist
","rollAction":"Hand Crossbow"} to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Hand Crossbow","rollDamageType":"piercing"} piercing
hood and mask, exchanging her fine clothes for the kind of practical clothing her parents would never let her wear.
One of the things Esvele has learned is to embrace the legend of the Black Viper
Spells
The Book of Many Things
You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must
Monsters
Acquisitions Incorporated
when enemies hear K'thriss whisper the deep truths of the Ur — typically something about how on a geologic time scale, everyone's desires are meaningless — they remember it.
K'thriss's familiar
uses the stat block of a poisonous snake with these changes:
It has an Intelligence score of 12 (+2).
It has telepathy out to a range of 30 feet.
Magic Items
Baldur’s Gate: Descent into Avernus
Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet.
The shield can speak, read, and understand Common and Infernal, and it can communicate
telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} radiant damage.
Sacred Fire. Ranged Spell Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Sacred Fire"} to hit, range 120 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation
made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize
Monsters
Eberron: Rising from the Last War
","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Chill Touch","rollDamageType":"necrotic"} necrotic damage, and the
would be exterminated to the last member, and the Mark of Death would be eliminated from the world.
The line of Vol had long been rivals of the Undying Court, and many whisper even today that the
Monsters
Fizban's Treasury of Dragons
row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the
mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway that ascends the mountain to encourage travel to and from the lair
Monsters
Fizban's Treasury of Dragons
actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature
has spent considerable time shaping the pinnacle of the tallest mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Awesome Thunder", "rollDamageType":"thunder"} thunder damage and be stunned until the end of its next turn.
Beguiling Whisper. The dragon telepathically whispers to one creature within range
creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the
Monsters
Fizban's Treasury of Dragons
Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper
. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative
Monsters
Fizban's Treasury of Dragons
take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of
Monsters
Fizban's Treasury of Dragons
"} thunder damage and be stunned until the end of its next turn.
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must
has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the Rary's telepathic bond spell.
Thriving Wildlife. Giant
Monsters
Fizban's Treasury of Dragons
initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon
telepathically whispers to one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on
Monsters
Fizban's Treasury of Dragons
dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must
Monsters
Fizban's Treasury of Dragons
initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to
one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature
Monsters
Fizban's Treasury of Dragons
ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature
within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in
Message
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this
spells
You whisper a prophecy of imminent death, and these words slip into the threads of a creature’s fate and cause it to pull toward the moment of its death. One creature that you can see within
range makes a Charisma saving throw. On a failed save, you can take a Reaction when the creature takes damage from an attack. Don’t roll the attack’s damage dice for the damage. Instead use
Darkling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage. If the darkling has
, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling
Dissonant Whispers
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6