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Returning 35 results for 'field taking'.
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Magic Items
Dungeon Master’s Guide
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter
succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other
Monsters
Keys from the Golden Vault
Force Field. Tockworth generates a magical force field around herself. This force field has 15 hit points and regains all its hit points at the start of each of Tockworth’s turns, but it ceases
to function if Tockworth drops to 0 hit points. Any damage Tockworth takes is subtracted from the force field’s hit points first. Each time the force field regains hit points, the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target must make a DC 17 Constitution saving throw, taking 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Infernal Dagger", "rollDamageType":"poison"} poison damage on a failed
choice; the orthon can’t use the same effect two rounds in a row:
Acid. The target must make a DC 17 Constitution saving throw, taking 17 (5d6);{"diceNotation":"5d6", "rollType":"damage
Monsters
Planescape: Adventures in the Multiverse
Dexterity saving throw, taking 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Lightning Rebuke", "rollDamageType":"lightning"} lightning damage on a failed save, or half as much
damage on a successful one.When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in
Magic Items
Storm King's Thunder
from challenging or threatening Hekaton’s leadership.
Any creature not attuned to a Ruling Scepter who sits on the throne is paralyzed and encased in a magical force field. While encased, the
creature can’t be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne.
Any
Monsters
Waterdeep: Dungeon of the Mad Mage
is in Undermountain, the following effects can occur in any location within the dungeon or in any extraplanar extension of the dungeon:
A magical scrying sensor appears, taking the form of a
was in its space. The eye can’t be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required).
A minor illusory
Monsters
Mythic Odysseys of Theros
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
to alter the natural course of destruction, neither will they make another nymph's home part of any calamity they encourage. As a result, part of what makes an alseid's field or a dryad's grove seem
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
when it is supported by a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other
give up their lives as their physical skills decay.
Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long- term leaders. They hope for innate
Monsters
Out of the Abyss
Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way the
, taking 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Antimagic Cone. The dreadnought’s eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces
, taking 26 (4d10 + 4);{"diceNotation":"4d10+4", "rollType":"damage", "rollAction":"Psychic Projection", "rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a
Monsters
Eberron: Rising from the Last War
different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12);{"diceNotation":"11d12
affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. Sul Khatesh and spells she casts are unaffected by these fields.
Change Shape. Sul Khatesh magically
Backgrounds
Guildmasters’ Guide to Ravnica
interested in taking notes on monstrous anatomy than in fighting monsters.
3
Every social situation I’m in seems to lead to my asking rude personal questions.
4
I’m supremely
, devoted to contemplating philosophical principles.
8
My former clade supervisor is now engaged in field research studying some of the largest beasts and monsters on Ravnica.
Non-Simic
Sphere of Annihilation
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter
feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.
If you
Orthon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Invisibility Field. The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility
","rollAction":"Infernal Dagger","rollDamageType":"slashing"} slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage
Astral Dreadnought
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Antimagic Cone. The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which
nearest unoccupied space if that space is occupied.
Psychic Projection (Costs 3 Actions). Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Antimagic Cone. The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way
on a success.
Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Enervation Ray
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
herself and claw Maglubiyet’s beady eyes from his face to prevent him from taking them from her. The cosmic battle between the two pantheons has raged for eons without resolution, leading those
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The Sky Is Falling When the characters safely reach the ground, read the following text: Above the field west of Kalaman, the Bastion of Takhisis crumbles. As the flying citadel tilts precariously
, massive boulders fall to the earth, taking Dragon Army troops with them. Below, the Dragon Army scatters to avoid the rain of devastation, but the flying citadel’s ruins crush its forces in droves
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The Sky Is Falling When the characters safely reach the ground, read the following text: Above the field west of Kalaman, the Bastion of Takhisis crumbles. As the flying citadel tilts precariously
, massive boulders fall to the earth, taking Dragon Army troops with them. Below, the Dragon Army scatters to avoid the rain of devastation, but the flying citadel’s ruins crush its forces in droves
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that surrounds the field is 250 feet in diameter and ranges from 5 to 10 feet high. Any creature that climbs over the black boulders has a 10 percent chance of being struck by lightning, taking 44 (8d10
statue takes fire damage after being splashed with oil, it catches fire, taking 2d6 fire damage each round. If the statue is reduced to 0 hit points, it collapses, and the magic gem tumbles onto the field
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that surrounds the field is 250 feet in diameter and ranges from 5 to 10 feet high. Any creature that climbs over the black boulders has a 10 percent chance of being struck by lightning, taking 44 (8d10
statue takes fire damage after being splashed with oil, it catches fire, taking 2d6 fire damage each round. If the statue is reduced to 0 hit points, it collapses, and the magic gem tumbles onto the field
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magical field around the statue attracts metal objects of any kind (not just ferrous metal). Any metal object that comes into direct contact with the shield disintegrates, showering the floor with
creature loses its footing, flies across the chamber, and slams into the statue, taking 1d6 bludgeoning damage for every 10 feet it moved. If the character is wearing metal armor, the check is made with
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
way to cross the room is to walk along the beam. But there’s a hidden danger: a pressure plate beneath the beam’s closest end causes the metal walls to emit a strong magnetic field. Fulcrum Stone
5 or more falls into the gear pit (see “Gear Pit” below). Magnetic Walls When the balance beam’s weight is on the pressure plate, the metal walls emit a magnetic field. Any creature wearing metal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is in Undermountain, the following effects can occur in any location within the dungeon or in any extraplanar extension of the dungeon: A magical scrying sensor appears, taking the form of a ghostly
in its space. The eye can’t be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required). A minor illusory effect is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magical field around the statue attracts metal objects of any kind (not just ferrous metal). Any metal object that comes into direct contact with the shield disintegrates, showering the floor with
creature loses its footing, flies across the chamber, and slams into the statue, taking 1d6 bludgeoning damage for every 10 feet it moved. If the character is wearing metal armor, the check is made with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is in Undermountain, the following effects can occur in any location within the dungeon or in any extraplanar extension of the dungeon: A magical scrying sensor appears, taking the form of a ghostly
in its space. The eye can’t be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required). A minor illusory effect is
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
way to cross the room is to walk along the beam. But there’s a hidden danger: a pressure plate beneath the beam’s closest end causes the metal walls to emit a strong magnetic field. Fulcrum Stone
5 or more falls into the gear pit (see “Gear Pit” below). Magnetic Walls When the balance beam’s weight is on the pressure plate, the metal walls emit a magnetic field. Any creature wearing metal
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
batters the character, who takes 4 (1d8) bludgeoning damage and falls. A character who is not roped to another character or some solid part of the tower falls 100 feet, taking 10d6 bludgeoning damage. If
used to adjust a localized time field surrounding the tower in either direction. Forward and Back. The red component allows the time field to be adjusted toward the future. If the check to do so is
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
batters the character, who takes 4 (1d8) bludgeoning damage and falls. A character who is not roped to another character or some solid part of the tower falls 100 feet, taking 10d6 bludgeoning damage. If
used to adjust a localized time field surrounding the tower in either direction. Forward and Back. The red component allows the time field to be adjusted toward the future. If the check to do so is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(see area 28) senses when the secret door to area 47A is opened and uses the scrying pool in area 25 to observe the adventurers as they contend with the cells. An antimagic field fills each cell
must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Any creature that enters the cell for the first time on a turn or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
party stand out in a crowded marketplace. And because taking a vacation is no excuse for diminished returns, an Acquisitions Incorporated franchise can make use of expanded rules for downtime and
franchise activities, allowing players to help shape the business and the narrative of the campaign even when they aren’t in the field.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(see area 28) senses when the secret door to area 47A is opened and uses the scrying pool in area 25 to observe the adventurers as they contend with the cells. An antimagic field fills each cell
must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Any creature that enters the cell for the first time on a turn or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
party stand out in a crowded marketplace. And because taking a vacation is no excuse for diminished returns, an Acquisitions Incorporated franchise can make use of expanded rules for downtime and
franchise activities, allowing players to help shape the business and the narrative of the campaign even when they aren’t in the field.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sphere of Annihilation Wondrous item, legendary This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere
by it, taking 4d10 force damage. If you attempt to control a sphere that is under another creature’s control, you make an Intelligence (Arcana) check contested by the other creature’s Intelligence
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sphere of Annihilation Wondrous item, legendary This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere
by it, taking 4d10 force damage. If you attempt to control a sphere that is under another creature’s control, you make an Intelligence (Arcana) check contested by the other creature’s Intelligence






