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Returning 35 results for 'device chosen more is must'.
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Magic Items
Dungeon Master’s Guide
a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10
, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
Spells
Player’s Handbook
the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.
The target must repeat the saving throw at the end of each of its turns until it gets three
Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast
Spells
Player’s Handbook
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating
no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary
Spells
Player’s Handbook
vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails
that save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route
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
Spells
Player’s Handbook
floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways
:
The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw
Spells
Player’s Handbook
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to
Magic Items
Dungeon Master’s Guide
of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage
creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on
Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Spells
Player’s Handbook
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shifting;shape-shift into Beast form for the duration. That
statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target gains a number of Temporary
Magic Items
Dungeon Master’s Guide
functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.
A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
Equipment
This small handheld device features a glass pane with a glowing display that responds to your touch.
The controller is powered by an energy cell stored in the device. Placing a full energy cell in
the device gives the device 3 charges.
As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:
Control. One Construct of your choice within 60
Monsters
Candlekeep Mysteries
(losing initiative ties), Zikran uses his handheld device to fire the cannon at one creature he can see, provided the creature is in the basement or on the staircase. Zikran’s target must make a
device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird’s head.Elemental Cannon. On initiative count 20
Magic Items
Icewind Dale: Rime of the Frostmaiden
hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short
;s Guide. If a ninth creature tries to attune to the mythallar, nothing happens.
All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device
Monsters
Icewind Dale: Rime of the Frostmaiden
":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Sure-Footed. The moose
snow. What they don't know is that the moose is using a magic mirror as a scrying device to show it where its enemies are.
Monsters
Strixhaven: A Curriculum of Chaos
student fails a saving throw, it can reroll the d20. It must use the new roll.A student who has not yet chosen one of Strixhaven’s five mystic colleges is referred to as a first-year student, after
the one year of basic curriculum that most students must complete before selecting their school. These beginner students are taught by faculty from all of Strixhaven’s colleges, learning
Monsters
Icewind Dale: Rime of the Frostmaiden
":"Tentacles","rollDamageType":"psychic"} psychic damage. If the target is Medium or smaller, it is grappled (escape DC 9) and must succeed on a DC 15 Intelligence saving throw or be stunned until this
","rollType":"recharge","rollAction":"Mind Blast"}. The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22
Magic Items
Acquisitions Incorporated
view, such as a mountain, castle, or forest. You must then succeed on a DC 15 Wisdom check using Cartographer's Tools;cartographer's tools to map the natural terrain found within three miles of that
chosen point. You do not gain any knowledge of creatures, structures, or anything other than natural terrain. This property of the spyglass cannot be used again until the next dawn.
Monsters
Candlekeep Mysteries
Alternate Forms. The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such
as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are chosen, they can’t
Monsters
Quests from the Infinite Staircase
cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or have the blinded condition until the end of the tower sage’s next turn.
Spellcasting. The tower sage casts
elder sage’s arms depict a plethora of constellations, moons, and suns. When the elder sage dies, the arm tattoos of the elder’s chosen successor magically shift into the patterns of an
Dragon's Breath
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Xanathar's Guide to Everything
creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half
Magic Items
Fizban's Treasury of Dragons
class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.
Magic Items
Eberron: Rising from the Last War
These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves
of artisan’s tools of your choice
One kind of musical instrument of your choice
When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the
Monsters
Icewind Dale: Rime of the Frostmaiden
Blood Frenzy. Isarr has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Indomitable (3/Day). Isarr can reroll a saving throw he fails. He must use the new
deserted him or been killed off, but the few that remain are fiercely loyal. They believe, incorrectly, that he's the Chosen of Malar.
Although Isarr calls himself the Wolf King, few others in the
Magic Items
The Book of Many Things
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw
Spells
Xanathar's Guide to Everything
proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
Monsters
Ghosts of Saltmarsh
(1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Glaaar-pat (3/Day). The croaker sings a song of marshy doom. Each chosen creature
within 30 feet of the croaker that can hear the song must make a DC 12 Wisdom saving throw, taking 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Glaaar","rollDamageType":"psychic
Monsters
Planescape: Adventures in the Multiverse
the spellcasting ability (spell save DC 13):
At will: command,* detect thoughts,* sending*
1/day each: confusion,* dominate monster*
*To cast this spell, the swarm must have more than half its hit
bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius, or extinguishes the light.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Hand Crossbow", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1
each: darkness, faerie fire, levitate (self only)Parry. The drow adds 3 to its AC against one melee attack roll that would hit it. To do so, the drow must see the attacker and be wielding a melee
Monsters
Fizban's Treasury of Dragons
in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 33 (6d10) damage of a type chosen by the dracohydra: acid;{"diceNotation
: 10 (1d10 + 5) damage of a type chosen by the dracohydra: acid;{"diceNotation":"1d10+5", "rollType":"damage", "rollAction":"Bite (Acid)", "rollDamageType":"acid"}, cold;{"diceNotation":"1d10+5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Explosion (Thunder)", "rollDamageType":"thunder"}. The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of the evoker. Each creature in that area must make a DC 15 Dexterity
) damage of the chosen type and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.
Spellcasting. The evoker casts one of the following spells, using
Monsters
The Book of Many Things
Magic Resistance. The drone has advantage on saving throws against spells and other magical effects.
Spell Immunity. The drone is immune to three spells chosen by its creator. Typical immunities
creature it can see within 30 feet of itself. The creature must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the
Spells
Strixhaven: A Curriculum of Chaos
unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an
Monsters
Thieves’ Gallery
confidence and rakish demeanor make him a natural leader. With carefully chosen words, he inspires the members of his thieves’ crew to greatness. But when his past mistakes come calling, Edgin must
60 feet of himself. Each creature must succeed on a DC 15 Wisdom saving throw or take 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Disorienting Words", "rollDamageType":"psychic