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Returning 35 results for 'come range gaining to have requires'.
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Magic Items
Dungeon Master’s Guide
These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing
. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel.
Magic Items
Dungeon Master’s Guide
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Spells
Player’s Handbook
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during
Monsters
Monster Manual
. It can replace one attack with a Banishing Claw attack.
Banishing Claw (Requires Soul Tome). Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Banishing Claw"}, reach
Burst"}, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage", "rollAction":"Fiendish Burst", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting. The
Spells
Player’s Handbook
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by
that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the
Spells
Player’s Handbook
You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and
action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires
Spells
Player’s Handbook
can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
Spells
Player’s Handbook
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your
.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
Magic Items
Dungeon Master’s Guide
action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct
Magic Items
Dungeon Master’s Guide
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.
Figurine of Wondrous
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
number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
Magic Items
Dungeon Master’s Guide
the devil’s allies and followers a few times before being able to confront the devil.
In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Magic Items
Acquisitions Incorporated
that language while attuned to the device.
Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and
doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can
Monsters
Out of the Abyss
inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength
otherwise try to harm the characters, instead asking who they are, where they come from, and why they have come to the temple.
Magic Items
Wayfinder's Guide to Eberron
These rings come in linked pairs. If you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature
suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn’t limited by range. A creature cannot be attuned to more than one ring of shared suffering.
Monsters
Candlekeep Mysteries
by the nature of its wolf form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form, and it can’t
twisting and dancing at the tip of her black horn, this corrupted avatar of Lurue is instead a nightmare come to life.
While tainted by the influence of Malar, the avatar of Lurue carries out the Beast Lord’s will: to slaughter anything that dares to cross its path.Poison
Magic Items
Waterdeep: Dungeon of the Mad Mage
This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.
Magic Items
Waterdeep: Dungeon of the Mad Mage
notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Monsters
Baldur’s Gate: Descent into Avernus
.
Ray of Sickness (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Ray of Sickness"} to hit, range 60 ft., one creature. Hit: 9
","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 13 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Chill Touch","rollDamageType":"necrotic"} necrotic damage, and
Monsters
Van Richten’s Guide to Ravenloft
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Slasher's Knife"} to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage","rollAction
","rollAction":"Slasher's Knife","rollDamageType":"necrotic"}. The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and retain
eyes and ears for the colony’s elder brain, transmitting their thoughts when they swarm and are within range of the elder brain’s telepathy.Illumination. The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.
Monsters
Waterdeep: Dungeon of the Mad Mage
13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She requires no somatic or material components to cast her spells. Trenzia has the
Lightning Ray twice.
Lightning Ray. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Lightning Ray"} to hit, range 30 ft., one target. Hit: 10 (3d6);{"diceNotation
Magic Items
Tales from the Yawning Portal
Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak and understand Giant and Common, and it can communicate telepathically
only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.
Monsters
Baldur’s Gate: Descent into Avernus
","rollDamageType":"necrotic"} necrotic damage.
Guiding Bolt (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Guiding Bolt"} to
hit, range 120 ft., one creature. Hit: 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Guiding Bolt","rollDamageType":"radiant"} radiant damage, and the next attack roll made against
Monsters
Icewind Dale: Rime of the Frostmaiden
Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4","rollType":"damage
themselves like brigands, robbing people they come across in the wild. If food is scarce, they kill those same people and eat them. They prefer to dwell in forlorn places, often sharing territory with
Monsters
Storm King's Thunder
Spear. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
"} piercing damage if used with two hands to make a melee attack.
Shortbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one
Monsters
Spelljammer: Adventures in Space
":"to hit","rollAction":"Chatkcha"} to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Chatkcha","rollDamageType":"slashing"} slashing
surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings.
Leap. The thri-kreen leaps up to 20 feet in any direction, provided its speed isn’t 0.
Monsters
Spelljammer: Adventures in Space
;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Psychic Bolt"} to hit, range 60 ft., one creature. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Psychic Bolt
texture of its surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Chromatic Bolt. Ranged Spell Attack: +4
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Chromatic Bolt"} to hit, range 60 feet, one target. Hit: 9 (2d6 + 2) of a type of the kobold’s choice: acid;{"diceNotation":"2d6+2
Monsters
Bigby Presents: Glory of the Giants
.
Freezing Ray. Ranged Spell Attack: +10;{"diceNotation":"1d20+10", "rollType":"spell", "rollAction":"Freezing Ray"} to hit, range 120 ft., one target. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4
until the end of its next turn. On a successful save, the target’s speed is reduced by 10 feet until the end of its next turn.
Ice Wolves (Requires Frost Rune). The giant magically summons 1d4
Monsters
Curse of Strahd
desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden. While Strahd was off exploring the temple, Rahadin handled
never love her. Rahadin assumed that Patrina would suffer the same fate as those women who had come before her. He was proven wrong when Patrina's own people stoned her to death to keep Strahd from
Monsters
Candlekeep Mysteries
":"1d20+10","rollType":"to hit","rollAction":"Crystal Dart"} to hit, range 120 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5","rollType":"damage","rollAction":"Crystal Dart","rollDamageType
, normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak.Poison
Species
Van Richten’s Guide to Ravenloft
mark of the bargain between hag and hexblood, a debt owed, or a change to come.
Hexblood Origins
A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on
their own kind or that embodies the hexblood’s nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual—circumstances most hexbloods shun but
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
Ziraj's prey, or Ziraj might come to their aid to eliminate a common enemy. He's the strong, silent type.
The City Watch has received reports of a figure who haunts the rooftops of Waterdeep — a
Monsters
Bigby Presents: Glory of the Giants
saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its crystal ball to cast the scrying spell (save DC 17).
Storm Rune. The giant has a storm rune
Blade", "rollDamageType":"lightning"} lightning damage.
Lightning Lance. Ranged Spell Attack: +13;{"diceNotation":"1d20+13", "rollType":"spell", "rollAction":"Lightning Lance"} to hit, range 500 ft