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Returning 35 results for 'command reach ground to her repeat'.
Magic Items
Dungeon Master’s Guide
Magic action to repeat the command word. This property of the armor can’t be used again until the next dawn.
While you’re wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a
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
Magic Items
Dungeon Master’s Guide
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the
Daylight effect can’t be used again until the next dawn.
You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the
Spells
Player’s Handbook
You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage
, 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).
Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
Magic Items
Dungeon Master’s Guide
’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself
Magic Items
Dungeon Master’s Guide
As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes
a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.
Magic prevents the
Magic Items
Dungeon Master’s Guide
you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
23–30
10 gems worth 100 GP each
31–44
Wooden ladder (24 feet long
)
45–51
Riding Horse with a Riding Saddle
52–59
Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
60–68
4 Potion of Healing;Potions of
Spells
Player’s Handbook
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward
and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.
If a ceiling or an anchored object is encountered in
Spells
Player’s Handbook
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum
Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing
Monsters
Monster Manual
Pact Blade. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Pact Blade"}, reach 5 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction
spell attacks):
At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold PersonSpiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Cursed Touch"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Cursed Touch", "rollDamageType
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
Monsters
Monster Manual
Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain.
Gibbering. The mouther babbles incoherently while it doesn’t have the Incapacitated
random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.Bite. Melee Attack Roll: +2
Equipment
immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced
make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.
Spells
Player’s Handbook
to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as
up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Magic Items
Dungeon Master’s Guide
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to
Monsters
Monster Manual
use of Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 13 (1d10 + 8);{"diceNotation":"1d10+8
Will: Command (level 2 version), Detect Magic, Scorching Ray 1/Day: FireballLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one
Magic Items
Dungeon Master’s Guide
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is
Monsters
Monster Manual
"}, reach 10 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage
.
Spellcasting. The naga casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Mage Hand, Thaumaturgy 1/Day Each: Command, Detect Thoughts, Lightning BoltPoison
Monsters
Monster Manual
use of Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft. Hit: 19 (2d8 + 10
spell attacks):
At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version) 1/Day Each: Fireball (level 6 version), ScryingLegendary Action Uses: 3 (4 in Lair). Immediately after
Monsters
Monster Manual
Multiattack. The cambion makes two attacks, using Claw or Fire Ray in any combination.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"claw"}, reach 5 ft
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
three Dread Blade attacks.
Dread Blade. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Dread Blade"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5
following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Command, Phantom Steed2/Day Each: Destructive Wave (Necrotic), Dispel
Monsters
Monster Manual
Blight Seeds. When it finishes a Long Rest, the blight expels 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Blight Seeds"} seeds into unoccupied spaces on the ground within 30 feet of
Life-Draining Root.
Slam. Melee Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Slam"}, reach 10 ft. Hit: 25 (4d8 + 7);{"diceNotation":"4d8+7", "rollType":"damage
Monsters
Monster Manual
it uses Dreadful Glare.
Rotting Fist. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Rotting Fist"}, reach 5 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4
.
Dread Command. The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The mummy can’t take this action again until the start of its next turn.
Glare. The
Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your
Monsters
Monster Manual
attacks.
Elemental Burst. Melee or Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Elemental Burst"}, reach 30 ft. or range 150 ft. Hit: 25 (5d6 + 8) damage of
originating from a point on the ground within 150 feet. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Swallowing Earth", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 18
Monsters
Monster Manual
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Grave Strike"}, reach 5 ft. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Grave Strike", "rollDamageType
of its turns.
Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18). The vampire can’t take this action again until
Monsters
Monster Manual
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
", "rollAction":"Grave Strike"}, reach 5 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Grave Strike", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 7 (2d6
Magic Items
Dungeon Master’s Guide
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes
ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on
Equipment
randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Monsters
Planescape: Adventures in the Multiverse
Aura of Command. Allies within 30 feet of the captain are immune to the charmed and frightened conditions. This aura is suppressed while the captain has the incapacitated condition.Multiattack. The
":"Harmonium Blade"} to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4", "rollType":"damage", "rollAction":"Harmonium Blade", "rollDamageType":"piercing"} piercing damage plus 10 (3d6
Magic Items
Dragonlance: Shadow of the Dragon Queen
damage. It shatters and is destroyed if reduced to 0 hit points.
While holding the mirror upright, you can use an action to speak its command word and activate it. While activated, the mirror hovers
in the air, and it can be destroyed but not moved. It remains activated until you use an action to speak the command word again or your attunement to the mirror ends, at which point the mirror
Monsters
Mordenkainen Presents: Monsters of the Multiverse
against spells and other magical effects.Multiattack. The narzugon makes three Hellfire Lance attacks. It also uses Infernal Command or Terrifying Command.
Hellfire Lance. Melee Weapon Attack: +10
;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Hellfire Lance"} to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5);{"diceNotation":"1d12+5","rollType":"damage","rollAction":"Hellfire Lance
Equipment
This swift but cramped ship is made mostly of metal. It can’t float on water, but its legs enable it to land safely on the ground. A sliding hatch just behind the wings allows access to the
transports. Explorers and pirates like them because they’re fast and sturdy. Military leaders use them as command ships for the same reasons.
Damselfly ship owners are a proud lot, fond of painting
Spells
Xanathar's Guide to Everything
. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it
spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving