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Returning 35 results for 'command walking remaining'.
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command willing remaining
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
Spells
Player’s Handbook
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of
saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it
Boots of Striding and Springing
Legacy
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Magic Items
Basic Rules (2014)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can
jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Veteran's Cane
Legacy
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Magic Items
Xanathar's Guide to Everything
When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.
Swarm of Cranium Rats
Legacy
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Monsters
Volo's Guide to Monsters
than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components:
At will: command, comprehend languages, detect thoughts
1/day each: confusion
spells
Xanathar's Guide to Everything
, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Tiny Servant for its statistics.
As a bonus action, you can mentally command the creature if it
is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the
Animate Objects
Legacy
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Spells
Basic Rules (2014)
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects
.
As a bonus action, you can 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 or all of them at
Magic Items
Legendary Magic Items
This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges and regains 1d4 expended charges daily at dawn.
As an action, you can expend 1 charge from the staff to create
suppress one portal, causing it to disappear until you relocate it (see above), during which time the remaining portal can’t be used. The portals otherwise last for 24 hours.
Ring of Elemental Command
Legacy
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Magic Items
Basic Rules (2014)
charges daily at dawn. Spells cast from the ring have a save DC of 17.
Ring of Air Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on an air elemental. In
to the following additional properties:
You have resistance to lightning damage.
You have a flying speed equal to your walking speed and can hover.
You can cast the following spells from the ring
Monsters
Waterdeep: Dungeon of the Mad Mage
save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command
. When the sword has no charges remaining, it loses this property.
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: command
Equipment
your walking speed. If you are still levitating when the belt deactivates, you fall.
Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the
Helm of Brilliance
Legacy
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Magic Items
Basic Rules (2014)
at least one ruby, you have resistance to fire damage.
As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into
, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm
Equipment
armor, even when it has 0 charges remaining.
Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per charge
armor’s charges to gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall.
Replacing the Energy Cell. While the armor has charges
Monsters
Mordenkainen Presents: Monsters of the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: command, dispel magic, hold monster
1/day: feeblemind
Warp Creature. The sibriex targets up to three
target’s hands grow claws, which can be used as dagger;daggers.
16–20
One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21&ndash
Monsters
Princes of the Apocalypse
she is in her elemental domain or temporarily occupying a water node, Olhydra commands the waters around her and can shape them to her will.
Lair Actions
Olhydra can command the waters around herself
attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
Monsters
Waterdeep: Dungeon of the Mad Mage
can't speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she
, command, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit guardians
Monsters
Curse of Strahd
bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his
, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Boots of Striding and Springing Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t
reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Boots of Striding and Springing Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t
reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Veteran’s Cane Wondrous item, common When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
“giant vultures” circling above the wreck are six vrocks that attack anyone who gets within 50 feet of the command deck. If three vrocks are killed, the remaining ones flee and don’t return.
. All the lower decks have been picked clean, but the command deck at the top still holds promise. Characters can scale the wreck’s torn outer hull to reach this deck, which is 80 feet off the ground at
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Elemental Command Ring, legendary (requires attunement) This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. While wearing this
plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Elemental Command Ring, legendary (requires attunement) This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. While wearing this
plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall. Replacing the Energy Cell. While the armor has charges remaining, its energy cell
normal plate armor, even when it has 0 charges remaining. Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the Tiny Servant stat block for its statistics. As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can
command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
cargo ships and engaged in minimal bloodshed. Unbeknownst to the locals, a black dragon called Sablewing has seized command of the Corsairs. Sablewing killed the pirates’ leader, as well as any other
crew who opposed the dragon’s violent ambitions. The dragon has instructed the remaining Corsairs to loot nearby coastal settlements, starting with the village of Respite. When this adventure begins
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
175 hit points remaining. If they let it go, the pit fiend returns the favor by using its helm of devil command to issue orders to its troops that the characters are not to be harmed. As the characters
remaining hezrous or sent them scrambling away in search of easier prey. Lucille turns toward the characters, gives them a curt nod, and takes to the air. Characters can attack the pit fiend, which has
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Brysis’s four servants have arisen at her command as specters. If anyone touches or otherwise disturbs a sarcophagus, all four specters emerge from their sarcophagi, howling in fury, and attack. The
contains a ewer made of beaten gold worth 25 gp and a walking stick worth 75 gp. The walking stick is made of varnished yew with a golden handle shaped like a scorpion. The southeast sarcophagus contains a gold censer with platinum filigree worth 250 gp.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Animate Objects Level 5 Transmutation (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Objects animate at your command
and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a Bonus Action to mentally command any creature you made with
Compendium
- Sources->Dungeons & Dragons->Legendary Magic Items
Hither-Thither Staff Staff, Legendary This walking stick has a brilliant gemstone fitted at the top. This staff has 4 charges and regains 1d4 expended charges daily at dawn. As an action, you can
close both portals (ending the effect) or suppress one portal, causing it to disappear until you relocate it (see above), during which time the remaining portal can’t be used. The portals otherwise last for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Affected by the Spell Animate Objects 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
take a 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature
Animate Objects 5th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Objects come to life at your command. Choose up to ten






