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Returning 35 results for 'down mind action'.
Monsters
Monster Manual
. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 5 version). The dragon can
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
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.
Monsters
Monster Manual
Success: The dragon can’t take this action again until the start of its next turn.
Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 4 version). The dragon can’t take this
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction
damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Mind Spike
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction
damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
At Will: Detect Magic, Mind
Monsters
Monster Manual
damage.
Mind-Rending Roar (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind-Rending Roar"}. Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating
from the sphinx. Failure: 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Mind-Rending Roar", "rollDamageType":"Psychic"} Psychic damage, and the target has the Incapacitated
Spells
Player’s Handbook
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or
take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
Monsters
Monster Manual
telepathically with the aboleth, the aboleth learns the creature’s greatest desires.Multiattack. The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available
", "rollDamageType":"Psychic"} Psychic damage. Success: Half damage. Failure or Success: The aboleth gains the target’s memories if the target is a Humanoid and is reduced to 0 Hit Points by this action
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
Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends
Classes
Player’s Handbook
Proficiency Bonus
Class Features
Second Wind
Weapon Mastery
1
+2
Fighting Style, Second Wind, Weapon Mastery
2
3
2
+2
Action Surge (one use), Tactical Mind
2
3
3
+2
17
+6
Action Surge (two uses), Indomitable (three uses)
4
6
18
+6
Subclass feature
4
6
19
+6
Epic Boon
4
6
20
+6
Three Extra Attacks
4
6
Fighter Class Features
Monsters
Monster Manual
Claw action.
The tome has AC 17; HP 35; and Immunity to Necrotic, Poison, and Psychic damage. The tome regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit
Hand, Prestidigitation 1/Day Each: Contact Other Plane, Detect Thoughts, Dimension Door, Mind BlankCounterspell. The arcanaloth casts Counterspell in response to that spell’s trigger, using the
Classes
Player’s Handbook
1d6
2
+2
Cunning Action
1d6
3
+2
Rogue Subclass, Steady Aim
2d6
4
+2
Ability Score Improvement
2d6
5
+3
Cunning Strike, Uncanny Dodge
3d6
6
+3
Expertise
3d6
12
+4
Ability Score Improvement
6d6
13
+5
Subclass feature
7d6
14
+5
Devious Strikes
7d6
15
+5
Slippery Mind
8d6
16
+5
Ability Score Improvement
8d6
17
+6
Magic Items
Dungeon Master’s Guide (2024)
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Hand of Vecna Spells
Spell
Charge Cost
Finger of Death
5
Magic Items
Phandelver and Below: The Shattered Obelisk
action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use
saving throw it makes against the spell.
Mind Crystal (Quickened);Quickened (Rare). You change the spell’s casting time to 1 bonus action for this casting.
Mind Crystal (Subtle);Subtle (Common). You cast the spell without any somatic or verbal components for this casting.
Monsters
Phandelver and Below: The Shattered Obelisk
Legendary Resistance (3/Day). If the mind flayer fails a saving throw, it can choose to succeed instead.
Magic Resistance. The mind flayer has advantage on saving throws against spells and other
magical effects.Multiattack. The mind flayer makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Tentacle"} to hit, reach 5 ft
Monsters
Guildmasters’ Guide to Ravnica
: message
3/day each: charm person, hold person, mirror image, sleep
1/day each: gaseous form, major image
Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus
action.
Sunlight Sensitivity. While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The vampire makes two attacks
Magic Items
Eberron: Rising from the Last War
can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank “pages” in the shard requires
Monsters
Phandelver and Below: The Shattered Obelisk
’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner
four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. Creatures of the elder brain’s choice within 60 feet of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Blast"}. Creatures of the elder brain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery
.
Mind-Poison Dagger. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Mind-Poison Dagger"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3
Monsters
Van Richten’s Guide to Ravenloft
Multiattack. The inquisitor attacks twice with its Silver Longsword or uses Mind Fire twice.
Silver Longsword. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction
":"Silver Longsword","rollDamageType":"force"} force damage.
Mind Fire. The inquisitor targets one creature it can see within 120 feet of it. The target must succeed on a DC 15 Intelligence saving
Monsters
Phandelver and Below: The Shattered Obelisk
one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner
can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. Creatures of the brain breaker’s choice within
Monsters
Van Richten’s Guide to Ravenloft
":"2d6","rollType":"damage","rollAction":"Gnashing Bite","rollDamageType":"necrotic"} necrotic damage.
Mind-Bending Bite (Aberrant Head Only). Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType
":"to hit","rollAction":"Mind-Bending Bite"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Mind-Bending Bite","rollDamageType":"piercing
Backgrounds
Planescape: Adventures in the Multiverse
Fraternity of Order
History
Hands of Havoc
Stealth
Harmonium
Perception
Heralds of Dust
Medicine
Mercykillers
Survival
Mind’s Eye
Persuasion
Society of Sensation
stage of existence.
Mercykillers. Cold, relentless justice is absolute, and no one is above it.
Mind’s Eye. The multiverse exists to be explored. It shapes us, and we shape it in turn.
Society of
Monsters
Waterdeep: Dungeon of the Mad Mage
force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank, stoneskin and mage armor
+ 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Fused Form. As a bonus action, she can use her extra mouth and arms to cast any
Monsters
Waterdeep: Dungeon of the Mad Mage
cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank
insectoid physiology prevents him from making melee attacks with the staff.
While holding this staff, Cassiok can use an action to expend 1 or more of its charges to cast one of the following spells
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Dyrrn’s thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned
damage, this trait doesn’t function at the start of its next turn. Dyrrn dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Teleport. As a bonus action, Dyrrn can
Monsters
Guildmasters’ Guide to Ravnica
Mount. If the specter isn’t mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it
","rollType":"damage","rollAction":"Scythe","rollDamageType":"psychic"} psychic damage.
Mind Twist (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Twist"}. The specter
Monsters
Phandelver and Below: The Shattered Obelisk
’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner
":"damage", "rollAction":"Dissonant Claw", "rollDamageType":"psychic"} psychic damage. If the target is a creature concentrating on a spell, its concentration is broken.
Mind Blast (Recharge 5–6
Monsters
Waterdeep: Dungeon of the Mad Mage
invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
* Drivvin has cast mind blank on himself.
Sunlight Sensitivity. While in sunlight, Drivvin has
as an action, Drivvin can summon a demon that has a challenge rating of 6 or lower. The summoned demon appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived
ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).Tentacles. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
Monsters
Spelljammer: Adventures in Space
Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.
Two Heads. The psurlon has advantage on saving throws it makes to avoid or end the frightened, stunned
minutes. The condition ends if the target takes any damage or if another creature uses its action to shake the target awake.
Psychic Crush. The psurlon targets one creature it can see within 120 feet
Backgrounds
Spelljammer: Adventures in Space
described in the Monster Manual.
Close Encounter
d10
Creature
1
Beholder
2
Cosmic horror*
3
Feyr*
4
Lunar dragon*
5
Mind flayer
6
Neh-thalggu
provided by magic) has disadvantage on the attack roll unless the weapon deals piercing damage.
Movement. A creature can use an action to push off something heavier than itself and move up to its walking
Monsters
Strixhaven: A Curriculum of Chaos
Theorem"}. The professor magically influences the mind of up to two creatures it can see within 60 feet of itself. Each target must succeed on a DC 15 Intelligence saving throw or become charmed by the
spellcasting ability (spell save DC 15):
At will: guidance, mage hand, minor illusion
1/day each: mage armor, major image, mirage arcane (as an action), Rary's telepathic bondDivide by Zero (2/Day). When