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                        Returning 35 results for 'force touched'.
                    
                
                        
                            
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                                        force touch
                                    
                                
                                    
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                                        force toothed
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     sphere but isn’t wholly engulfed and obliterated by it takes 8d10 Force damage.
Controlling the Sphere. A Sphere of Annihilation is stationary until someone takes control of it. If you are
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    , makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
                                                
                                            
                                                
                                                     forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM’s choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ., one target. Hit: 19 (3d10 + 3);{"diceNotation":"3d10+3", "rollType":"damage", "rollAction":"Eldritch Bolt", "rollDamageType":"force"} force damage.
Plague of Worms (Recharge 6);{"diceNotation":"1d6
                                                
                                            
                                                
                                                    ", "rollType":"recharge", "rollAction":"Tharizdun's Spark"}. As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     more than once per turn. The seer takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Out-of-Phase Movement", "rollDamageType":"force"} force damage if it ends its turn inside an
                                                
                                            
                                                
                                                     cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or have disadvantage on all
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Sphere of Annihilation
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.
The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                    .
Mythal-Touched Magic
1d20
Effect
1-2
You and each creature within 15 feet of you make a Dexterity saving throw, taking Force damage equal to 1d8 times the level of the triggering
                                                
                                            
                                                
                                                     saving throw against a spell, you can take a Reaction to roll on the Mythal-Touched Magic table to create a magical effect. If an effect requires a saving throw, the DC equals 8 plus the modifier of
                                                
                                            
                                        
                                                    Bag of Beans
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ;shriekers sprout
51-60
1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then
                                                
                                            
                                                
                                                    . On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99
A pyramid with a 60-foot‐square base bursts upward. Inside is a sarcophagus containing a mummy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     character’s alignment, personality, size, appearance, or sex when touched 17–19 Changes one substance to another, such as gold to lead or metal to brittle crystal 20–22 Creates a force field 23–26
                                                
                                            
                                                
                                                     magical energy 16 Statue 17 Stone obelisk 18 Suit of armor 19 Tapestry or rug 20 Target dummy   Tricks   d100 Trick Effect   01–03 Ages the first person to touch the object 04–06 The touched object
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     magic or magical objects in their daily lives. She also receives the prayers of those who find magic wondrous or encounter magic they fear. Mystra is the goddess of the essential force that makes all
                                                
                                            
                                                
                                                     spellcasting possible. She provides and tends the Weave, the conduit through which mortal spellcasters and magical crafters can safely access the raw force of magic. The faith of Mystra is pervasive in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force damage. The sphere is stationary until someone controls it. If you are within 60
                                                
                                            
                                                
                                                     × your Intelligence modifier (minimum 5 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force damage. The sphere is stationary until someone controls it. If you are within 60
                                                
                                            
                                                
                                                     × your Intelligence modifier (minimum 5 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     until its outer surface is touched again. Creatures that want to leave Motherhorn by this route need only touch the inside of the double door, which causes it to swing open; it remains open until 10
                                                
                                            
                                                
                                                     seconds pass without a creature passing through it. The door can’t be opened otherwise—not by using magic, thieves’ tools, or brute force. If Gleam (the “moon-twin” mentioned by the door) tries to enter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     space the sphere enters must 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
                                                
                                            
                                                
                                                     sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere of Annihilation is stationary until
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     (minimum 5 feet). Any creature whose space the sphere enters must 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
                                                
                                            
                                                
                                                     Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 8d10 Force damage. Controlling the Sphere. A Sphere of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Nyx-Fleece Ram Touched by the gods, Nyx-fleece rams grow remarkable magical wool. This makes the beasts valuable to heroes and scoundrels alike, who would use their wool for either protection or
                                                
                                            
                                                
                                                     magical effects.
 Sure-Footed. The ram has advantage on Strength and Dexterity saving throws against effects that would knock it prone.
 Actions
 Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage plus 3 (1d6) force damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it
                                                
                                            
                                                
                                                     burns for 24 hours or until it is extinguished. 41–50 Three Shrieker Fungi sprout. 51–60 1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it
                                                
                                            
                                                
                                                     burns for 24 hours or until it is extinguished. 41–50 Three Shrieker Fungi sprout. 51–60 1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    House Tarkanan The Voice of
 BRELAND
 Assassins on the loose!
 It is common knowledge that those with aberrant marks can’t be trusted. It’s not their fault; they’re touched by Khyber, and the
                                                
                                            
                                                
                                                     our midst?
 According to a high-ranking source in the King’s Citadel, this secret operation predictably ended in disaster. After a few missions, the strike force slew their handlers and deserted
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     experiences of dreamers. There is a dark core at the heart of the plane, shaped by the nightmare force known as the Dreaming Dark. For reasons unknown to the general populace, Dal Quor is always remote
                                                
                                            
                                                
                                                     and only touched in dreams. Dolurrh: The Realm of the Dead. When a mortal soul dies, it is drawn to Dolurrh. It is a place defined by despair and apathy; over time, memories are leached out of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     their emotions and instincts rather than out of reason and logic. Only certain charismatic orcs, those who have been directly touched by the will and might of Gruumsh, have the capacity to control the
                                                
                                            
                                                
                                                     muttering about omens and prophecies, while others become imbued with supernatural power and rise to positions of leadership. Eyes of Gruumsh. A few of the orcs touched by the power of Gruumsh are given
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     have different attributes and thus different roles in the war band’s assaults. Augmenting the warriors that comprise the bulk of the force are the hunters, specialists in sneaking and attacking at range
                                                
                                            
                                                
                                                     perimeter of the force. Hunters are more adept than other gnolls at sneaking and moving through an area undetected, which makes them useful for reconnaissance. Sometimes a team of hunters is used to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     touched, a ghostly armored male human wielding a spectral longsword emerges from it. This minor ghost was a guard who died having failed to protect the noble interred here. (Use specter statistics
                                                
                                            
                                                
                                                     those who flee. Inner Tomb The iron door is rusted shut. A characters can force it open with a successful DC 15 Strength check. Inside, the following is revealed: Beyond the rusted door is another square
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    ). 41–50 1d6 + 6 shriekers sprout (see the Monster Manual for statistics). 51–60 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the
                                                
                                            
                                                
                                                     its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. 91–99 A pyramid with a 60-foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     real key to these great gates is the scepter from area 25. If the gold knob is inserted into the depression, the mithral doors will swing silently open. If the silver end of the scepter is touched to
                                                
                                            
                                                
                                                    , and the crown and the scepter reappear on the throne. Blood Trap. If the door is attacked by force it will not budge, but if it is scratched or nicked it will turn red in that spot, and if it is cut
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    ). 41–50 1d6 + 6 shriekers sprout (see the Monster Manual for statistics). 51–60 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the
                                                
                                            
                                                
                                                     its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. 91–99 A pyramid with a 60-foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     swing open when one or the other is touched with a silvered weapon, or if someone speaks Infernal while standing on the dais. The ghostly skull is neither a creature nor an object, but a magical force
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     goodly ways. (In reality, the hags wish to capture the unicorn and force her to become their servant and mount.) Bridle of Capturing To help the characters in this task, the three mothers have
                                                
                                            
                                                
                                                     vicious kobolds. While wearing a crown, a character automatically fails any Intelligence (Investigation) check made to see through an illusion. An illusion that is touched still has its true nature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     tug of Gromph’s spell, Fraz-Urb’luu transferred his evil life force to a specially crafted, magically protected receptacle — a black jewel. However, the spell proved irresistible, and the precious
                                                
                                            
                                                
                                                     calassabrak — a duergar without honor. He paid Yantha Coaxrock, an honest svirfneblin mage, to appraise the jewel, hoping that he could use it to buy back the goodwill of his clan. Touched by the gem’s madness
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     a total of 450 gp) are touched, the exit door seals with an effect like that of an arcane lock spell, requiring the use of magic or a successful DC 25 Strength (Athletics) check to force the door
                                                
                                            
                                                
                                                     creature believes that it is in deadly combat with a feathered warrior that has emerged from the mirror. This effect is like that of a phantasmal force spell, with the character battling a warrior that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    . Obelisk Made from a black metal of alien origin, this monolith is perfectly smooth except for the cracks and chipped-off edges where it was splintered by some unknown force. The obelisk is 15 feet per
                                                
                                            
                                                
                                                     bears no relation to the obelisk’s actual purpose. If the characters took the lump of metal from Droki or the Gray Ghosts, they notice the obelisk is made from the same material. If the lump is touched
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     careful and determined planning, the Diggermattocks led a force back to Blingdenstone to reclaim it. While they have not yet been crowned, everybody treats them as the de facto rulers of the settlement
                                                
                                            
                                                
                                                     a century ago. Believed to be sentient, it is found roaming the Rockblight section of the settlement. Elemental creatures touched by the cloud fall under its control. The cloud’s origin remains a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Basalt Doors. These matte black doors are impervious to damage and held shut by a power that neither magic nor force can overcome. The doors appear to absorb all light, but a close inspection reveals
                                                
                                            
                                                
                                                     16 beyond. (The characters can find such an appendage in King Melair’s true tomb, area 29f.) If the doors are touched by anything other than the hand of a dwarf king, the symbol of Dumathoin above the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
                                                
                                            
                                                
                                                     force; a wall is otherwise indestructible and can’t be dispelled. Where’s Vocath? When the characters first arrive at Vocath’s base, the mercane (see Boo’s Astral Menagerie) is in his audience chamber
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     require food, drink, or sleep. Alseid
(MAGALI VILLENEUVE) Alseid Touched with the golden light of the sun, alseids inhabit meadows, plains, and lands of cultivated natural beauty. Many live in
                                                
                                            
                                                
                                                     lakes, on isolated shores, or amid coral labyrinths and deep sea fumaroles. Wherever rivers and seas show their variety and force, naiads gather to revel in nature’s might. Individual naiads often grow
                                                
                                            
                                        






