Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'command range gains to her range'.
Other Suggestions:
command rage gain to her rage
command rage gain to her ranger
command ranger gain to her rage
command rage gain to her rangers
command rangers gain to her rage
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Range A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range. A range usually
takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell’s effect originates on something, as defined by the spell, that the spellcaster must touch within their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Range A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range. A range usually
takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell’s effect originates on something, as defined by the spell, that the spellcaster must touch within their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Range The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of
a range of self. Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you. Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Range A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range. A range usually
takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell’s effect originates on something, as defined by the spell, that the spellcaster must touch within their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Range The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of
a range of self. Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you. Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Range A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range. A range usually
takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell’s effect originates on something, as defined by the spell, that the spellcaster must touch within their
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Range The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of
a range of self. Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you (see “Areas of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Range The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of
a range of self. Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you (see “Areas of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tracking Position at Long Range If combat erupts between two groups that are hundreds of feet away from each other, try the following techniques to keep track of who’s where: Note Paper. List all
that each square is 30 feet. You don’t need to be precise about creatures’ positions, just their distance from each other. Dice as Range Counters. Do away with the grid and put miniatures in their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tracking Position at Long Range If combat erupts between two groups that are hundreds of feet away from each other, try the following techniques to keep track of who’s where: Note Paper. List all
that each square is 30 feet. You don’t need to be precise about creatures’ positions, just their distance from each other. Dice as Range Counters. Do away with the grid and put miniatures in their
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Wide Range of Talents No matter whether a ranger ranges in the crowded city streets, the trackless wilderness, or the most desolate and confounding planes, all ranger archetypes can find a place in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Wide Range of Talents No matter whether a ranger ranges in the crowded city streets, the trackless wilderness, or the most desolate and confounding planes, all ranger archetypes can find a place in
Weapon Property
A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long
range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Equipment
long. It costs 1 gp, and it deals 1d8 piercing damage on a hit. Although it has the thrown weapon property, the yklwa is not well balanced for throwing (range 10/30 ft.).
Magic Items
D&D Free Rules (2024)
, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.
While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.
When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command
Magic Items
Dungeon Master’s Guide (2024)
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
Magic Items
Dungeon Master’s Guide (2024)
Name
Damage
Properties
Mastery
Simple Melee Weapons
Adamantine Club
1d4 Bludgeoning
Light
Slow
Adamantine Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20/60)
Nick
Adamantine Greatclub
1d8 Bludgeoning
Two-Handed
Push
Adamantine Handaxe
1d6 Slashing
Light, Thrown (Range 20/60)
Vex
Adamantine Javelin
1d6 Piercing
Thrown (Range 30/120)
Slow
Magic Items
D&D Free Rules (2024)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
Monsters
Monster Manual
cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.
Baleful Command (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Baleful Command
ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.Multiattack. The rakshasa makes three Cursed Touch attacks.
Cursed Touch. Melee Attack Roll: +10
Magic Items
Dungeon Master’s Guide (2024)
You have a +2 bonus to attack and damage rolls made with this magic weapon
Magic Items
D&D Free Rules (2024)
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Monsters
Monster Manual
other magical effects.
Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space
":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point
Magic Items
Dungeon Master’s Guide (2024)
You have a +1 bonus to attack and damage rolls made with this magic weapon
Magic Items
Dungeon Master’s Guide (2024)
While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can’t be cast from it again until the next dawn.
Magic Items
Dungeon Master’s Guide (2024)
the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
Magic Items
Dungeon Master’s Guide (2024)
You have a +3 bonus to attack and damage rolls made with this magic weapon
Spells
Player’s Handbook
This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the
ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can
Monsters
Monster Manual
":"claw", "rollDamageType":"Fire"} Fire damage.
Fire Ray. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"fire ray"}, range 120 ft. Hit: 13 (3d6 + 3);{"diceNotation
Charisma as the spellcasting ability (spell save DC 14):
2/Day Each: Alter Self, Command (level 3 version), Detect Magic1/Day Each: Dominate Person (level 8 version), Plane Shift (self only)Cold, Fire, Lightning, Poison
Monsters
Monster Manual
, it has the Prone condition.
Rock. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Rock"}, range 30/120 ft. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6", "rollType
"}. Trigger: A creature the cyclops can see makes an attack roll against it. Response: The cyclops imposes Disadvantage on the roll, and the cyclops gains Advantage on attack rolls against the target until the end of the cyclops’s next turn.
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic
Spells
Player’s Handbook
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options
Magic Items
Dungeon Master’s Guide (2024)
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
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
turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can
Monsters
Monster Manual
Fiendish Restoration. If the nycaloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in Gehenna.
Magic Resistance
;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Mercurial Axe"}, reach 10 ft. or range 30/90 ft. Hit: 18 (2d12 + 5);{"diceNotation":"2d12+5", "rollType":"damage", "rollAction":"Mercurial Axe