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Returning 35 results for 'fighting take'.
Spells
Player’s Handbook
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).
Feats
Player’s Handbook
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield
Spells
Player’s Handbook
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
Spells
Player’s Handbook
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).
Magic Items
Dungeon Master’s Guide
When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire
The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
2-9
The efreeti understands your languages and obeys your commands for 1 hour
Spells
Player’s Handbook
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature’s memory isn
Monsters
Forgotten Realms: Adventures in Faerûn
only), Dispel Magic, Invisibility
1/Day Each: Control Weather, Plane ShiftLegendary Action Uses: 3. Immediately after another creature’s turn, Biha Babir can expend a use to take one of the
traveled across Calimshan, infiltrating rival genie courts and eliminating remnants of the Twisted Rune. Some accounts even tell of her fighting alongside Sultana Songal during the Night of Fleeing
monsters
":"Fisticuffs", "rollDamageType":"Bludgeoning"} Bludgeoning damage.Streetfighters can be found hanging around shady establishments and shaking down easy marks in alleys. They aren’t the type to take
fighting for the entertainment of others.Brace Up. The streetfighter gains 9 (2d8);{"diceNotation":"2d8", "rollType":"heal", "rollAction":"Brace Up", "rollDamageType":"TemporaryHitPoints"} Temporary Hit Points.
Combo. The streetfighter makes one Fisticuffs attack.
feats
Player’s Handbook
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage
Merrenoloth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
at the end of each of its turns, ending the effect on itself on a success.Lair Actions
Any ship a merrenoloth is contracted to captain becomes the creature's lair. When fighting on the ship, the
merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can't use the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
as a fighting platform for up to four Small people. Ogre howdahs are most often seen bearing bow- and spear-wielding goblin;goblins into battle, or perhaps kobold;kobolds or deep gnome (svirfneblin
howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre’s strengths.
Monsters
Fizban's Treasury of Dragons
Dexterity saving throw or take 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Death Throes", "rollDamageType":"fire"} fire damage.Multiattack. The draconian makes two Serrated
largest of the draconians are the dreadnoughts, who are born from the eggs of silver, blue, or sapphire dragons. They fly on mighty wings over the battlefield to wherever the fighting is the thickest
Dominate Monster
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this
can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Fighting Chain, Sickle, you must take the Advanced
Weapon Proficiency feat.
This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.Entangling. When you take the Attack action on your turn and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Rotting Presence. When any creature that isn’t a demon starts its turn within 30 feet of the bulezau, that creature must succeed on a DC 13 Constitution saving throw or take 3 (1d6
; entourages. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its
succeed on a DC 17 Dexterity saving throw or take 45 (10d8);{"diceNotation":"10d8","rollAction":"Disintegration Ray","rollType":"damage","rollDamageType":"force"} force damage. If this damage reduces the
Beholder
Legacy
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Monsters
Monster Manual (2014)
closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair
’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
Aboleth
Legacy
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Monsters
Basic Rules (2014)
most of its existence underwater, surfacing occasionally to treat with visitors or worshipers.
Lair Actions
When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions
target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
Whenever the charmed target
Dominate Beast
Legacy
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Spells
Basic Rules (2014)
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting
your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do
Dominate Person
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic
use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do
races
Mythic Odysseys of Theros
, or belligerent. The truth is that many leonin simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to
also suggest defiance in the face of what they perceive as imposed authority or unworthy experts.
Quick to Quarrel
Other peoples often perceive leonin as quick to take offense, intolerant of criticism
Monsters
Out of the Abyss
lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative
Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both
Modify Memory
Legacy
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Spells
Basic Rules (2014)
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed
memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Fighting Chain, Brutal, you must take the Advanced
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Fighting Chain, you must take the Advanced Weapon
remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
Monsters
Tales from the Yawning Portal
it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with
repeat the saving throw when it is at least 1 mile away from the aboleth.The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time
Entertainer
Legacy
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Backgrounds
Player’s Handbook (2014)
establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a
any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive
monsters
Icewind Dale: Rime of the Frostmaiden
a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing
mettle. Those who impress her with their fighting skills are bitten and become goliath werebears themselves—goliaths who carry Oyaminartok’s curse of lycanthropy. Contrary to myth
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Fighting Chain, Hook, you must take the Advanced Weapon
Proficiency feat.
This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.Entangling. When you take the Attack action on your turn and hit
Gladiator
Legacy
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Backgrounds
Player’s Handbook (2014)
;
FEATURE: BY POPULAR DEMAND
You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such
you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Suggested Characteristics
Successful entertainers have
classes
Xanathar's Guide to Everything
weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
College of Swords Features
Bard Level
Feature
3rd
Bonus Proficiencies, Fighting Style, Blade Flourish
6th
Extra Attack
14th
Master’s Flourish
classes
Xanathar's Guide to Everything
weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
College of Swords Features
Bard Level
Feature
3rd
Bonus Proficiencies, Fighting Style, Blade Flourish
6th
Extra Attack
14th
Master’s Flourish
Monsters
Van Richten’s Guide to Ravenloft
feet of that creature. The gibbering mouther;gibbering mouthers act right after the emissary on the same initiative count, gaining a +7 bonus to their attack and damage rolls, and fighting until they are
destroyed. They disappear when the emissary dies.The emissary can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of
Balhannoth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
drow enclave.
Lair Actions
When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of
tentacles.The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
Actions
When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following
saving throw or take 32 (5d10 + 5);{"diceNotation":"5d10+5","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A target can repeat