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Returning 35 results for 'doesn make are'.
Magic Items
Dungeon Master’s Guide (2024)
to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take
a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.
Magic Items
Dungeon Master’s Guide (2024)
While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a
Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn’t have to be in a straight line.
Equipment
Proficiency with a Light Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Spells
Player’s Handbook
1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
1d10
Behavior for the Turn
1
The target doesn’t take an action, and it
uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.
2–6
The target doesn’t move or take actions.
7–8
The target doesn
Equipment
Proficiency with a Whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must
have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
Proficiency with a Longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
Proficiency with a Musket allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Spells
Player’s Handbook
fails the save.
Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save; it simply withers and dies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra
Monsters
Monster Manual
until the net is destroyed (AC 10; HP 5; Immunity to Bludgeoning, Poison, and Psychic damage). A creature can take an action to make a DC 10 Strength (Athletics) check to free itself or another creature
triggering creature. Failure: The attack’s weapon sticks to the kuo-toa’s shield. If the target doesn’t let go of the weapon, the target has the Grappled condition while the weapon is
Equipment
Proficiency with a Sling allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must
have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must
have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
Proficiency with a Javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Spells
Player’s Handbook
this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with
one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the
Spells
Player’s Handbook
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some
appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can
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
Spells
Player’s Handbook
You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this
spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can&rsquo
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
Spells
Player’s Handbook
your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear
you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
Spells
Player’s Handbook
structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
Monsters
Monster Manual
Hells.
Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the
+ 8);{"diceNotation":"3d6+8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a creature, it must make the following saving throw. Constitution
Spells
Player’s Handbook
’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use
that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by Dispel Magic.
Spells
Player’s Handbook
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and
Magic Items
Dungeon Master’s Guide (2024)
.
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
Spells
Player’s Handbook
your own hand.
The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn’t occupy its space.
When you cast
. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.
Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength
Spells
Player’s Handbook
the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.
As a Magic action
you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Spells
Player’s Handbook
one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a
creature or object. The wall doesn’t need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a
Monsters
Monster Manual
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
of the vampire’s Bite, the damage of which doesn’t end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.
Shape-Shift. If the vampire isn’t in
Monsters
Monster Manual
(excluding the hag and its allies) within 1 mile of the lair subtract 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Lapsus Linguae"} from any ability check they make when they take the
, it also casts Confusion centered on itself. The spell uses the creature’s spellcasting ability and doesn’t require Concentration.
If the arch-hag is destroyed or moves its lair elsewhere
Monsters
Monster Manual
Earth Glide. The cataclysm can burrow through nonmagical, unworked earth and stone. While doing so, the cataclysm doesn’t disturb the material it moves through.
Legendary Resistance (4/Day
target has the Restrained condition, has Total Cover, and is suffocating. As an action, a buried creature or another creature within 5 feet of it can make a DC 18 Strength (Athletics) check. On a
Magic Items
Tomb of Annihilation
initiative as long as you aren’t incapacitated.
The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
The armor doesn’t impose disadvantage on saving throws made
to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide).
Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
the gem.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
the gem.
If the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10