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Returning 35 results for 'conjure realm grasping to have reaction'.
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Magic Items
Dungeon Master’s Guide
.
Spell Absorption. While holding the staff , you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If
, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Arcane Lock
0
Conjure Elemental
7
Detect Magic
0
Monsters
Guildmasters’ Guide to Ravnica
: bless, conjure animals
Speak with Beasts. The horncaller can communicate with beasts as if they shared a language.Multiattack. The horncaller makes two melee attacks with its staff and uses One with the
damage if used with two hands.
One with the Worldsoul. The horncaller chooses one beast it can see within 30 feet of it. If the beast can hear the horncaller, the beast uses its reaction to make one melee
Monsters
Mordenkainen Presents: Monsters of the Multiverse
one Wave of Sorrow attack.
Dance, My Puppet! One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed as Graz’zt directs.The appearance of
issues the same command to all the targets.
Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair
Monsters
Phandelver and Below: The Shattered Obelisk
gemstone. Unknown to Ruxithid the Chosen, a new group of mind flayer fanatics that draw power from the Far Realm planted it for him to find. The gemstone lets Ruxithid telepathically communicate with the
one allied creature he can see within 60 feet of himself to strike. The creature can immediately use its reaction to make one melee weapon attack against a target within its reach.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
the following effects of the witchkite’s choice:
The target must use its reaction to make a melee attack against another creature of the witchkite’s choice that is within the target
Magic cards, there are red dragons (Opportunistic Dragon, Decadent Dragon, and Realm-Scorcher Hellkite), bronze dragons (Loch Dragon), and moonstone dragons (Shimmer Dragon and Archive Dragon). Moonstone dragons are described in Fizban’s Treasury of Dragons.
Fire, Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lair lies within the abyssal realm of Hollow’s Heart, a plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls
’t use the same effect two rounds in a row:
Conjure Walls and Doors. Fraz-Urb’luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where
Monsters
Mythic Odysseys of Theros
beyond one, it gets an extra reaction that can be used only to make opportunity attacks.
Siege Monster. Polukranos deals double damage to objects and structures.
Wakeful. While Polukranos sleeps, at
remains. A new incarnation of the World Eater is a fearsome omen, as the monster only appears when the pillars of the world tremble and terrible things are afoot in the realm of the gods. Its rampages
Monsters
Bigby Presents: Glory of the Giants
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
Gloom (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Creeping Gloom"}. The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a point it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"5d8+7", "rollType":"damage", "rollAction":"Necrotic Bolt", "rollDamageType":"necrotic"} necrotic damage.
Conjure Undead (1/Day). While holding the Wand of Orcus, Orcus conjures Undead
of the following effects:
Charnel Realm. The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region.
Undead Beasts. Dead Beasts periodically animate as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its action, reaction, and movement.
Spellcasting. Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23
’s lair is warped by his magic, creating one or more of the following effects:
Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have
Monsters
Mordenkainen Presents: Monsters of the Multiverse
:
Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage
after a Short or Long Rest). As an action, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that
Monsters
Fizban's Treasury of Dragons
creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no
creatures are within reach, or the target can’t take a reaction, it takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Commanding Spores", "rollDamageType":"psychic"} psychic
Monsters
Fizban's Treasury of Dragons
around a creature within 30 feet of it that it can see. The target must succeed on a DC 19 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If
no creatures are within reach, or the target can’t take a reaction, it takes 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Commanding Spores", "rollDamageType":"psychic
Dark Elf (Drow)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Player’s Handbook (2014)
As a drow, you are infused with the magic of the Underdark, an underground realm of wonders and horrors rarely seen on the surface above. You are at home in shadows and, thanks to your innate magic
, learn to conjure forth both light and darkness. Your kin tend to have stark white hair and grayish skin of many hues.
The cult of the god Lolth, Queen of Spiders, has corrupted some of the oldest
monsters
Magic Resistance The flying polyp has Advantage on saving throws against spells and other magical effects.Multiattack. The flying polyp makes up to four Grasping Tentacle attacks and uses Wind Blast
conjure howling wind storms that scour an entire region of life. It takes an hour for three or more polyps working together to create a storm. When they finish their ritual, a terrible storm rips
Staff of the Magi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the
spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges
monsters
to whatever strange realm he dwells in as his defeated form is torn apart by unseen forces. Mythos creatures with a combined CR of up to 20 emerge from the pile of gore, occupying the nearest, empty
.
Swift Claw. Nyarlathotep makes a Rending Claw attack.
Incite Delirium. Wisdom Saving Throw: DC 20, one creature within 120 ft. of Nyarlathotep of its choice; Failure: The target uses its Reaction to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Object
Pass without Trace
Protection from Poison
Silence
Spike Growth
3rd Level Conjure Animals
Conjure Barrage
Daylight
Lightning Arrow
Nondetection
Plant Growth
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Object
Pass without Trace
Protection from Poison
Silence
Spike Growth
3rd Level Conjure Animals
Conjure Barrage
Daylight
Lightning Arrow
Nondetection
Plant Growth
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Grasping Vine
Hallucinatory Terrain
Ice Storm
Hold Person
Lesser Restoration
Locate Animals or Plants
Locate Object
Moonbeam
Pass without Trace
Protection from Poison
Spike Growth
3rd Level Call Lightning
Conjure Animals
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Grasping Vine
Hallucinatory Terrain
Ice Storm
Hold Person
Lesser Restoration
Locate Animals or Plants
Locate Object
Moonbeam
Pass without Trace
Protection from Poison
Spike Growth
3rd Level Call Lightning
Conjure Animals
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Protection from Poison Abjuration — Silence Illusion C, R Spike Growth Transmutation C Summon Beast Conjuration C, M Level 3 Ranger Spells Spell School Special Conjure Animals Conjuration C Conjure
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Protection from Poison Abjuration — Silence Illusion C, R Spike Growth Transmutation C Summon Beast Conjuration C, M Level 3 Ranger Spells Spell School Special Conjure Animals Conjuration C Conjure
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Protection from Poison Abjuration — Silence Illusion C, R Spike Growth Transmutation C Summon Beast Conjuration C, M Level 3 Ranger Spells Spell School Special Conjure Animals Conjuration C Conjure
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Wall Evocation C Level 4 Ranger Spells Spell School Special Conjure Woodland Beings Conjuration C Dominate Beast Enchantment C Freedom of Movement Abjuration — Grasping Vine Conjuration C
Protection from Poison Abjuration — Silence Illusion C, R Spike Growth Transmutation C Summon Beast Conjuration C, M Level 3 Ranger Spells Spell School Special Conjure Animals Conjuration C Conjure
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Grasping Vine 4th-level conjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You conjure a vine that sprouts from the ground in an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Grasping Vine 4th-level conjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You conjure a vine that sprouts from the ground in an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
School Special Aura of Vitality Abjuration C Call Lightning Conjuration C Conjure Animals Conjuration C Daylight Evocation — Dispel Magic Abjuration — Elemental Weapon Transmutation C Feign Death
— Confusion Enchantment C Conjure Minor Elementals Conjuration C Conjure Woodland Beings Conjuration C Control Water Transmutation C Divination Divination R, M Dominate Beast Enchantment C Fire Shield
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
School Special Aura of Vitality Abjuration C Call Lightning Conjuration C Conjure Animals Conjuration C Daylight Evocation — Dispel Magic Abjuration — Elemental Weapon Transmutation C Feign Death
— Confusion Enchantment C Conjure Minor Elementals Conjuration C Conjure Woodland Beings Conjuration C Control Water Transmutation C Divination Divination R, M Dominate Beast Enchantment C Fire Shield
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
School Special Aura of Vitality Abjuration C Call Lightning Conjuration C Conjure Animals Conjuration C Daylight Evocation — Dispel Magic Abjuration — Elemental Weapon Transmutation C Feign Death
— Confusion Enchantment C Conjure Minor Elementals Conjuration C Conjure Woodland Beings Conjuration C Control Water Transmutation C Divination Divination R, M Dominate Beast Enchantment C Fire Shield
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
School Special Aura of Vitality Abjuration C Call Lightning Conjuration C Conjure Animals Conjuration C Daylight Evocation — Dispel Magic Abjuration — Elemental Weapon Transmutation C Feign Death
— Confusion Enchantment C Conjure Minor Elementals Conjuration C Conjure Woodland Beings Conjuration C Control Water Transmutation C Divination Divination R, M Dominate Beast Enchantment C Fire Shield
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Grasping Vine Level 4 Conjuration (Druid, Ranger) Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, and heartlessly cruel—the perfect realm for Xardorok to claim as despot. Unbeknownst to Xardorok, however, it is not Deep Duerra guiding his actions but the archdevil Asmodeus in the guise of Deep
to destroy Ten-Towns. His sons, Durth and Nildar, lead teams of duergar on quests to retrieve more of this dark-colored crystal for their grasping, despotic father.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, and heartlessly cruel—the perfect realm for Xardorok to claim as despot. Unbeknownst to Xardorok, however, it is not Deep Duerra guiding his actions but the archdevil Asmodeus in the guise of Deep
to destroy Ten-Towns. His sons, Durth and Nildar, lead teams of duergar on quests to retrieve more of this dark-colored crystal for their grasping, despotic father.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
damaged by mold, rendering it worthless.)
Vertrand has smooth flesh where his eyes should be, for he surrendered his ocular orbits to a Far Realm entity in exchange for blindsight. Having foreseen the
desk’s top drawer. It contains all the spells he has prepared, plus legend lore, conjure elemental, and planar binding. The spells are written out using a form of Braille script.