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Returning 35 results for 'deal sending range'.
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deal serving ranger
deal singing ranger
deal standing ranger
deal searing ranger
deal seeking ranger
Monsters
Monster Manual
ft. or range 120 ft. Hit: 18 (4d6 + 4);{"diceNotation":"4d6+4", "rollType":"damage", "rollAction":"Psionic Lance", "rollDamageType":"Psychic"} Psychic damage.
Spellcasting. The thri-kreen casts one of
the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):
At Will: Mage Hand (the hand is Invisible)1/Day Each: Detect Thoughts, Sending, Synaptic StaticPsychic
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not
involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or
Spells
Player’s Handbook
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
deal an extra 1d4 damage on a hit.
Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound
achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers
Spells
Player’s Handbook
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target
you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
Magic Items
Dungeon Master’s Guide
its creator.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate
-75
When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum
Spells
Player’s Handbook
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have
you can see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
Spells
Player’s Handbook
A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes
2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the
Spells
Player’s Handbook
duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.
If you are within range of the illusion, you can
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the
Spells
Player’s Handbook
contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
Spells
Player’s Handbook
You place a curses;curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose
Spells
Player’s Handbook
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or
creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Spells
Player’s Handbook
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time
image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Monsters
Astarion's Book of Hungers
: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Confounding Ray"}, range 120 ft. Hit: 13 (2d12);{"diceNotation":"2d12", "rollType":"damage", "rollAction":"Confounding Ray
promise wealth or influence to corruptible mortals, often securing a deal with a contract they produce in a flash of brimstone. This contract binds the mortal signatory’s soul to the Nine Hells
Monsters
Forgotten Realms: Adventures in Faerûn
Spellcasting.
Arcane Burst. Melee or Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft., or range 120 ft. Hit: 32 (4d12 + 6);{"diceNotation
ability (spell save DC 19):
At Will: Detect Magic, Detect Thoughts, Light, Lightning Bolt (level 4 version), Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Scrying, Sending
Monsters
Waterdeep: Dragon Heist
level (3 slots): counterspell, fly, sending
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): Bigby's hand, geas, telekinesis
6th level (1 slot): chain lightning, globe of
expend 1 of the staff's charges to deal an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Blackstaff","rollDamageType":"force"} force damage on a hit.
Monsters
Tyranny of Dragons
wounds
2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear)
3rd level (3 slots): dispel magic, mass healing word, sending
4th level (3 slots): death ward, freedom
of movement
5th level (1 slot): insect plague
Winter Strike (3/Day). Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8);{"diceNotation
Manshoon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Waterdeep: Dragon Heist
, mage armor, magic missile, shield
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, lightning bolt, sending
4th level (3 slots): fire shield, greater
when used with two hands. Manshoon can expend 1 of the staff’s charges to deal an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Power","rollDamageType":"force"} force damage on a hit.
Equipment
Advanced Ammunition named after a damage type deals that damage type. Arrows and bolts can have blunt tips that deal Bludgeoning damage. All such ammo is heavier than normal; the weapon’s maximum range while using it is halved.
Equipment
Advanced Ammunition named after a damage type deals that damage type. Arrows and bolts can have blunt tips that deal Bludgeoning damage. All such ammo is heavier than normal; the weapon’s maximum range while using it is halved.
Magic Items
The Book of Many Things
The cards of this deck shimmer around the edges. While holding this deck, you can use the following properties:
Deadly Deal. As an action, you can use this deck to make a ranged spell attack by
throwing a spectral card and using Dexterity for the attack roll. The card has a range of 120 feet and deals 1d8 force damage on a hit.
Spray of Cards. As an action, you can shuffle the deck and cast the
Equipment
Advanced Ammunition named after a damage type deals that damage type. Arrows and bolts can have wide heads that deal Slashing damage. All such ammo is heavier than normal; the weapon’s maximum range while using it is halved.
Equipment
Advanced Ammunition named after a damage type deals that damage type. Arrows and bolts can have wide heads that deal Slashing damage. All such ammo is heavier than normal; the weapon’s maximum range while using it is halved.
Monsters
Tomb of Annihilation
weapon and deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Flaming Fury","rollDamageType":"fire"} fire damage to the target.Multiattack. Liara makes three melee attacks
when used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1
Derro
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
(1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Hooked Spear","rollDamageType":"piercing"} piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and
knock it prone.
Light Crossbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2
Monsters
Ghosts of Saltmarsh
Amphibious. The koalinth can breathe air and water.
Martial Advantage. Once per turn, the koalinth can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Martial Advantage
+3","rollType":"to hit","rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Trident","rollDamageType
monsters
or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Force Blade"}, reach 5 ft. or range 120 ft. Hit: 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage
), Mage Hand (the hand is Invisible), Sending
1/Day Each: Otiluke's Resilient Sphere, TelekinesisThe Order of Tristian harnesses the powers that come from careful study and observation rather
Monsters
Waterdeep: Dragon Heist
slots): comprehend languages, identify, mage armor, shield
2nd level (3 slots): detect thoughts, suggestion
3rd level (3 slots): clairvoyance, sending
4th level (1 slot): locate creature, Otiluke's
resilient sphereDagger. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4","rollType
Monsters
Waterdeep: Dragon Heist
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, sending
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Elemental Gem
Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
Monsters
Acquisitions Incorporated
advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats.
Though most clockwork dragons have a breath weapon
that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims.Poison, Psychic
Magic Items
Princes of the Apocalypse
This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the
the end of its next turn. On a miss, the boomerang returns to the thrower’s hand.
Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and
Monsters
Ghosts of Saltmarsh
Amphibious. The koalinth can breathe air and water.
Martial Advantage. Once per turn, the koalinth can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Martial Advantage
trident.
Trident. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation
Monsters
Baldur’s Gate: Descent into Avernus
, guiding bolt (see “Actions” below)
2nd level (3 slots): blindness/deafness, hold person, silence
3rd level (2 slots): sending, spirit guardians
Tactical Discipline. The black gauntlet has advantage on
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
Magic Items
Fizban's Treasury of Dragons
resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you
direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn.
Magic Items
Bigby Presents: Glory of the Giants
gains darkvision to a range of 30 feet. If the painted creature already has darkvision from another source, the range of its darkvision increases by 30 feet.
Mountain Rune. The painted creature is
immune to being knocked prone and has advantage on Strength and Constitution saving throws.
Shield Rune. The painted creature has advantage on Dexterity saving throws against effects that deal damage.
A