Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'forcing space'.
Other Suggestions:
forming space
folding space
firing space
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
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
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
points and appearing in the place it died or in the nearest unoccupied space.
Spider Climb. The necrichor can climb difficult surfaces, including upside down on ceilings, without needing to make an
Monsters
Spelljammer: Adventures in Space
Amorphous. The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple
plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality.Acid, Poison
Monsters
Spelljammer: Adventures in Space
Amorphous. The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple
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
Spelljammer: Adventures in Space
Amorphous. The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple
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
Elemental Evil Player's Companion
duration.
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s
it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
. Immediately after taking damage, the lich, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.From beyond the stars, a Great Old
lich against destruction, reviving the lich a few days after death. Canny foes can sabotage an eldritch lich’s revival by slaying the lich in a magic circle, thereby forcing the lich to return in
Monsters
Van Richten’s Guide to Ravenloft
in this stat block.
Relentless Stride (Loathsome Limbs Only). The horror can move through the space of another creature. The first time on a turn that the horror enters a creature’s space
eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty
Monsters
Van Richten’s Guide to Ravenloft
). The horror can move through the space of another creature. The first time on a turn that the horror enters a creature’s space during this move, the creature must succeed on a DC 16 Strength
domains. While such nightmares typically manifest as nothing more than impressions, whispers, or vaporous visions amid the fog, mysterious eddies in the Mists sometimes gather such evils, forcing them
Monsters
Fizban's Treasury of Dragons
lair.
6
A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility.
7
A powerful spellcaster is forcing a captive moonstone dragon to invade the dreams of
round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space.
Compulsive Dance. The dragon targets a creature it can
Monsters
Fizban's Treasury of Dragons
the dragon’s lair.
6
A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility.
7
A powerful spellcaster is forcing a captive moonstone dragon to
or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the
monsters
Coalesced Swarm. Volluk can occupy another creature’s space and vice versa, and he can move through any opening large enough for a Tiny leech. When a creature starts its turn in Volluk&rsquo
;s space, that creature takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Coalesced Swarm", "rollDamageType":"Piercing"} Piercing damage, or 3 (1d6);{"diceNotation":"1d6
Wish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
space you can see on the ground.
You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
You grant up
could make yourself and all your companions immune to a lich's life drain attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a
Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a
Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a
Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a
Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
attached target can repeat the saving throw at the end of each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.
effects of the hallow spell, the destroyed necrichor re-forms in 1d10 days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space.
Spider Climb. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
attached target can repeat the saving throw at the end of each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.
effects of the hallow spell, the destroyed necrichor re-forms in 1d10 days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space.
Spider Climb. The
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
target can repeat the saving throw at the end of each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.
of the hallow spell, the destroyed necrichor re-forms in 1d10 days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space.
Spider Climb. The necrichor
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
target can repeat the saving throw at the end of each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.
of the hallow spell, the destroyed necrichor re-forms in 1d10 days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space.
Spider Climb. The necrichor
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
suffers their presence only for a short time, forcing them to vacate the realm or be overcome by it. It was, in part, this situation that led to the creation of Evermeet. By means of a cataclysmic ritual
time and space were, for a time, torn asunder. This event was the first Sundering of Toril, and the world was forever changed by it. Millennia later, Evermeet still exists, although now it is unmoored
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
suffers their presence only for a short time, forcing them to vacate the realm or be overcome by it. It was, in part, this situation that led to the creation of Evermeet. By means of a cataclysmic ritual
time and space were, for a time, torn asunder. This event was the first Sundering of Toril, and the world was forever changed by it. Millennia later, Evermeet still exists, although now it is unmoored
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
bolts and mangonel stones, forcing it to break off its attack and make for the cover of the asteroids.
The newly arrived space galleons are the Stalwart and the Incorrigible, both under the command
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. You allow up to twenty creatures that you can see to regain all hit
event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of Azuth is rotated to the right, one creature inside the pit teleports onto the third plinth, forcing aside any other creature standing there. If multiple creatures are in the pit, randomly determine
fill the empty space. When a statue that has been turned is released, it grinds back to its starting position. The clay golem has orders to attack any creature that it sees and can reach. If the golem
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
sell concessions and trinkets, along with booths for making bets. The space under the arena holds gymnasiums, an equipment hall, and several staging areas and specialty rooms used as locker rooms, animal
themselves, causing dangerous accidents during competitions.
7 An archmage enchants or polymorphs innocents, forcing them to participate in brutal contests.
8 A druid uses the awaken spell on beasts in the arena to make them more capable competitors.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
sell concessions and trinkets, along with booths for making bets. The space under the arena holds gymnasiums, an equipment hall, and several staging areas and specialty rooms used as locker rooms, animal
themselves, causing dangerous accidents during competitions.
7 An archmage enchants or polymorphs innocents, forcing them to participate in brutal contests.
8 A druid uses the awaken spell on beasts in the arena to make them more capable competitors.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. You allow up to twenty creatures that you can see to regain all hit
event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. You allow up to twenty creatures that you can see to regain all hit
event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. You allow up to twenty creatures that you can see to regain all hit
event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those
Attack. The sphinx makes one claw attack.
Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of Azuth is rotated to the right, one creature inside the pit teleports onto the third plinth, forcing aside any other creature standing there. If multiple creatures are in the pit, randomly determine
fill the empty space. When a statue that has been turned is released, it grinds back to its starting position. The clay golem has orders to attack any creature that it sees and can reach. If the golem
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
bolts and mangonel stones, forcing it to break off its attack and make for the cover of the asteroids.
The newly arrived space galleons are the Stalwart and the Incorrigible, both under the command
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those
Attack. The sphinx makes one claw attack.
Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can