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Returning 35 results for 'forcing'.
Magic Items
Dungeon Master’s Guide
air, forcing yourself and every creature in a 30- foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save
Feats
Player’s Handbook
creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a
Spells
Player’s Handbook
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
parasite can also impose its will on a nearby creature, forcing the creature to comply with its wishes. Puppeteer parasites like to use Humanoid thralls as bodyguards and transports.Fire, Necrotic
classes
Drop and Lock Your Foes
Pugilists who fight in the Squared Circle know the fastest way to win a fight is to force a submission. These wrestlers focus on controlling their most powerful opponents with chokeholds and arm bars, forcing the enemy to fight on the Pugilist’s terms.
magic-items
is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you have the Poisoned condition for 1 minute.
Monsters
Spelljammer: Adventures in Space
plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality.Acid, Poison
Geas
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can
magic-items
another one causes the effects of the first sugarbomb to immediately end and be replaced by the new one’s. This rapid change is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you have the Poisoned condition for 1 minute.
Monsters
Van Richten’s Guide to Ravenloft
each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.A necrichor is a being of living blood, formed from the ichor of evil gods or the
spells
, you can create a gravity pulse, forcing one Huge or smaller creature of your choice that you can see within 20 feet of you to make a Strength saving throw. On a failure, the creature is pushed 10
magic-items
command word to magically split it apart into its fissioned state. When you do, electrical energy is released, forcing other creatures within 30 feet of you to make a DC 17 Dexterity saving throw. A
, you can take a Bonus Action and use another command word to magically recombine the weapon into its fused state. When you do, the sudden generation of heat creates a wave of fire around you, forcing
Monsters
Spelljammer: Adventures in Space
half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.
A plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality.Acid, Poison
spells
You assault the internal chemistry of a creature you can see within range, causing bubbles of nitrogen to precipitate in its blood, forcing it to make a Constitution saving throw. On a failed save
Monsters
Spelljammer: Adventures in Space
creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.
A plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality.Acid, Poison
Monsters
Vecna: Eve of Ruin
into its blows. It can also unleash searing blasts of lunar energy that can expose shapeshifters by forcing them into their true forms.Poison, RadiantBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Phandelver and Below: The Shattered Obelisk
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Forcing a transformation on creatures inexplicably fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers
magic-items
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Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
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Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
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Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
1, the fungi on the staff begin to overgrow, destroying the staff and forcing you to drop it in an unoccupied space adjacent to you. A Hostile Violet Fungus grows in its place.
magic-items
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Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
under the effects of another one causes the effects of the first sugarbomb to immediately end and be replaced by the new one’s. This rapid change is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you have the Poisoned condition for 1 minute.
magic-items
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Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
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Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
, forcing other creatures within 30 feet of you to make a DC 17 Dexterity saving throw. A creature takes 3d6 Fire damage on a failed save or half as much damage on a successful one. This property can’t be used again for 12 hours.
magic-items
energy is released, forcing other creatures within 30 feet of you to make a DC 17 Dexterity saving throw. A creature takes 3d6 Lightning damage on a failed save or half as much damage on a successful one. This property can’t be used again for 12 hours.
magic-items
is difficult to stomach, forcing you to make a DC 13 Constitution saving throw. On a failed save, you have the Poisoned condition for 1 minute.
magic-items
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Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
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Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 16
magic-items
, spectral couatl to appear above you. The spectral form strikes at the creature who damaged you, forcing it to make a DC 15 Dexterity saving throw. The creature takes 4d10 Radiant damage on a failed save or
Feats
Xanathar's Guide to Everything
, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier
magic-items
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Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
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Unquenchable Thirst. When you roll a 20 on an attack roll made with this weapon, it releases a deadly burst of desiccating, negative energy that drains moisture from a target, forcing it to make a DC 15
magic-items
surface, the rod fills the gaps to hold firm against it.
The rod is unwieldy to hold once it’s longer than 10 feet, forcing you to make a Strength (Athletics) check at the start of each of your