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Returning 35 results for 'down must around'.
Magic Items
Dungeon Master’s Guide (2024)
Initiative rolls.
Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.
Aquatic Command. Wave has 3 charges and
world.
Destroying Wave. Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a storm giant or someone imbued with a storm giant’s
Spells
Player’s Handbook
Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral
Spells
Player’s Handbook
You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected
Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
’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
Magic Items
Princes of the Apocalypse
direction to fly around corners.
When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart’s magic is then spent, and it becomes an ordinary dart.
within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the
Spells
Xanathar's Guide to Everything
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected
target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
Toll the Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Xanathar's Guide to Everything
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage
Spells
Strixhaven: A Curriculum of Chaos
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
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
Monsters
Fizban's Treasury of Dragons
Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
hoards or send them out to gather treasure from the territory around their lairs.
An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that created it
Spells
Sword Coast Adventurer's Guide
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Magic Items
Fizban's Treasury of Dragons
expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice
Spells
Xanathar's Guide to Everything
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves
into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and
Magic Items
Icewind Dale: Rime of the Frostmaiden
This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10
target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears.
15-18
Blue with white bands
When released from the hook, this fish squirms free, sprouts
Spells
Elemental Evil Player's Companion
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to
Spells
Xanathar's Guide to Everything
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see
. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Monsters
Van Richten’s Guide to Ravenloft
":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Crushing Embrace. The boneless wraps its body around a Large or smaller creature grappled by it. While the boneless is
attached, the target is blinded and is unable to breathe. The target must succeed on a DC 13 Strength saving throw at the start of each of the boneless’ turns or take 5 (1d4 + 3);{"diceNotation":"1d4
Monsters
Fizban's Treasury of Dragons
Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its
their hoards or send them out to gather treasure from the territory around their lairs.
An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that
Magic Items
Bigby Presents: Glory of the Giants
This thick, fur-lined cloak has the frost rune stitched on the hem in silvery blue thread. Frigid wind swirls around the cloak, regardless of the weather.
While wearing this cloak, you have
resistance to cold damage. Additionally, when you move within 5 feet of a creature, you can cause the cloak’s cold wind to buffet the creature. The creature must succeed on a DC 14 Dexterity saving
Backgrounds
Sword Coast Adventurer's Guide
granted will be to you new wonders that you’ve never laid eyes on before. By the same token, you’re a person of interest, for good or ill, to those around you almost anywhere you go.
society.
Halruaa. Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and creates a magical gust of wind around the target, who must succeed on a DC 18 Strength saving throw or be moved up to 20 feet in any horizontal direction the giant chooses.
Thunderbolt (Costs 2
Actions). The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10);{"diceNotation":"4d10", "rollType":"damage
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"damage", "rollAction":"Lightning Antlers", "rollDamageType":"lightning"} lightning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have the stunned condition
per turn.
Entangling Growth. Immediately after a creature the hart can see within 120 feet of itself hits it with an attack roll, the hart reduces the damage to itself by half. The attacker must
Monsters
Ghosts of Saltmarsh
magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it. The target must make a DC 13 Dexterity saving throw, taking 22 (5d8);{"diceNotation":"5d8","rollType":"damage
Monsters
The Wild Beyond the Witchlight
"} to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Spores (1/Day). A 5-foot radius of spores extends from the campestri. These spores can go around corners, and they have no effect on
Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A
Monsters
Spelljammer: Adventures in Space
"} bludgeoning damage.
Acid Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. The braxat exhales a 15-foot cone of acid. Each creature in the cone must make a DC 18
barrier of magical force around itself that lasts until the start of its next turn. This barrier gives the braxat a +5 bonus to AC, including against the triggering attack, and prevents magic missile
Monsters
Spelljammer: Adventures in Space
grappled by it. The target must make a DC 12 Wisdom saving throw. On a failed save, the target takes 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Mind-Probing Antennae","rollDamageType
target must succeed on a DC 12 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Spells
Elemental Evil Player's Companion
.
Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your
next turn.
Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Spells
Xanathar's Guide to Everything
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is
around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth
Monsters
Mordenkainen Presents: Monsters of the Multiverse
combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the alkilith move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern
that the alkilith isn’t ordinary slime or fungus.
Foment Confusion. Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom
Monsters
Spelljammer: Adventures in Space
.
Forced Teleport. The zodar magically warps space around one creature it can see within 60 feet of itself. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 22 (4d10
Disembodied Voice. Up to three times in its life, the zodar can cause a message of up to twenty-five words to issue from the air around it. It speaks only when it has something profoundly important
Monsters
Phandelver and Below: The Shattered Obelisk
-foot-radius sphere centered on itself. This heat spreads around corners. Each creature in this area must make a DC 17 Constitution saving throw, taking 13 (3d8);{"diceNotation":"3d8", "rollType":"damage
", "rollAction":"Flaming Drill", "rollDamageType":"piercing"} piercing damage, and if the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition.A fiendish
Monsters
The Wild Beyond the Witchlight
fewer.
Spores (1/Day). A 20-foot radius of spores extends from the swarm. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature
in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Acid Spray"}. The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction
hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks
Backgrounds
Sword Coast Adventurer's Guide
up with the family you are part of —there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of
)
2
Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
3
Independence. I must prove that I can handle myself
Monsters
Spelljammer: Adventures in Space
","rollAction":"Pseudopod","rollDamageType":"bludgeoning"} bludgeoning damage.Uncanny Dodge. The plasmoid halves the damage that it takes from an attack that hits it. The plasmoid must be able to see
the attacker.On occasion, due to some biological anomaly, a plasmoid balloons in size upon reaching adulthood (around the age of twenty years). Plasmoids who use their increased size and strength to
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
False Appearance. If the spider is motionless, has its eyes and mouth closed, and has its legs wrapped around its body at the start of combat, it has advantage on its initiative roll. Moreover, if a
creature hasn’t observed the spider move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the spider is anything other than an asteroid