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Returning 35 results for 'gain can leave'.
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Equipment
You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.
Spells
Playerâs Handbook
transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
Magic Items
Dungeon Masterâs Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
attack the creature that damaged you until you drop to 0 Hit Points or it does or until you canât reach the creature to make a melee attack against it.
You can break the curse in the usual
Magic Items
Dungeon Masterâs Guide
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property canât be used again until the next dawn.
When you teleport with
that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.
Monsters
Monster Manual
can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies unless its brain is restored before the end of the intellect devourerâs next turn.Psychic
intellect devourer can see within 5 feet. Failure: 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Devour Intellect", "rollDamageType":"Psychic"} Psychic damage, and the target has the
Equipment
As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
Monsters
Monster Manual
Swarm. The swarm can occupy another creatureâs space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm canât regain Hit Points or gain
Monsters
Monster Manual
space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm canât regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two
its next turn. While Poisoned, the target can take either an action or a Bonus Action on its turn, not both, and it canât take Reactions.
Swarm. The swarm can occupy another creatureâs
Spells
Playerâs Handbook
ât leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
Monsters
Monster Manual
Swarm. The swarm can occupy another creatureâs space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm canât regain Hit Points or gain
Monsters
Monster Manual
Swarm. The swarm can occupy another creatureâs space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm canât regain Hit Points or gain
Monsters
Monster Manual
Swarm. The swarm can occupy another creatureâs space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm canât regain Hit Points or gain
Temporary Hit Points.
Water Breathing. The swarm can breathe only underwater.Bites. Melee Attack Roll: +5 (with Advantage if the target doesnât have all its Hit Points), reach 5 ft. Hit: 8 (2d4
Monsters
Monster Manual
âs space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm canât regain Hit Points or gain Temporary Hit Points.Bites. Melee Attack Roll
Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature
Monsters
Monster Manual
Swarm. The swarm can occupy another creatureâs space and vice versa, and the swarm can move through an opening large enough for a Medium creature. The swarm canât regain Hit Points or
gain Temporary Hit Points.Bites. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bites"}, reach 5 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage
Monsters
Monster Manual
Swarm. The swarm can occupy another creatureâs space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm canât regain Hit Points or gain
Monsters
Monster Manual
Swarm. The swarm can occupy another creatureâs space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm canât regain Hit Points or gain
Monsters
Monster Manual
through an opening large enough for a Medium creature. The swarm canât regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two Vile Slime attacks.
Vile Slime. Melee
killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.
Swarm. The swarm can occupy another creatureâs space and vice versa, and the swarm can move
Monsters
Monster Manual
Hit Points, a swallowed creature can leave the revenantâs space only by using magic that enables planar travel, such as the Plane Shift spell.PoisonNecrotic, Psychic
Monsters
Monster Manual
Swarm. The swarm can occupy another creatureâs space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm canât regain Hit Points or gain
Monsters
Monster Manual
);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Poison"} Poison damage.
Pacifying Spores (1/Day). Constitution Saving Throw: DC 11, one creature the myconid can see
.
Rapport Spores. The myconid expels spores in a 30-foot Emanation originating from itself. Creatures in that area with an Intelligence score of 2 or higher that arenât Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Spells
Playerâs Handbook
. Creatures of those types have Disadvantage on attack rolls against the target. The target also canât be possession;possessed by or gain the Charmed or Frightened conditions from them. If the target
Spells
Playerâs Handbook
You suggest a course of activityâdescribed in no more than 25 wordsâto one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not
you could say, âStop fighting, leave this library peacefully, and donât return.â
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or
Spells
Playerâs Handbook
This spell grants the ability to move across any liquid surfaceâsuch as water, acid, mud, snow, quicksand, or lavaâas if it were harmless solid ground (creatures crossing molten lava can
still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid&rsquo
Spells
Playerâs Handbook
the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but itâs transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
creatures in its area.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3
Monsters
Monster Manual
stays animate for 1d4 + 1;{"diceNotation":"1d4 + 1", "rollType":"roll", "rollAction":"Animating Spores"} weeks or until destroyed, and it canât be animated again in this way.
Pacifying Spores
. Constitution Saving Throw: DC 12, one creature the myconid can see within 10 feet. Failure: The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect
Spells
Playerâs Handbook
Up to five creatures of your choice who remain within range for the spellâs entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature canât be affected
Magic Items
Dungeon Masterâs Guide
This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and
elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements
Spells
Playerâs Handbook
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet
of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those
Spells
Playerâs Handbook
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you
make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is
Magic Items
Dungeon Masterâs Guide
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
Monsters
Monster Manual
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyreanâs next turn. The empyrean canât take this action again until the start of its
Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
Spells
Playerâs Handbook
, but it canât cross an elevation change of 10 feet or more. For example, the disk canât move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range
Spells
Playerâs Handbook
sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where
your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you canât see what occurs outside it, and any Wisdom (Perception) checks you make to hear
Monsters
Monster Manual
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyreanâs next turn. The empyrean canât take this action again until the start of its
Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
Spells
Playerâs Handbook
.
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder canât be possession;possessed by or gain the Charmed or Frightened condition
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the






