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                        Returning 35 results for 'is range feet power sphere the dirt'.
                    
                
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    As an action, you can either throw a grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 1,000 feet away. The grenade explodes at that point
                                                
                                            
                                                
                                                    , creating a particular effect in a 20-foot-radius Sphere. The area of the Sphere is Heavily Obscured by smoke for 1 minute. A strong wind (such as the Gust of Wind spell) disperses the smoke.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent
                                                
                                            
                                                
                                                     light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision.
Whenever
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
                                                
                                            
                                                
                                                     feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    As an action, you can either throw a grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 1,000 feet away. The grenade explodes at that point, creating a particular effect in a 20-foot-radius Sphere.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    As an action, you can either throw a grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 1,000 feet away. The grenade explodes at that point
                                                
                                            
                                                
                                                    , creating a particular effect in a 20-foot-radius Sphere. Each creature in the Sphere makes a DC 15 Dexterity saving throw, taking 17 (5d6) Piercing damage on a failed save or half as much damage on a successful one.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under
                                                
                                            
                                                
                                                     another creature’s control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.
While in control of the sphere, you can take a
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    As an action, you can light a Bomb and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
                                                
                                            
                                                
                                                     saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so
                                                
                                            
                                                
                                                    , where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or
                                                
                                            
                                                
                                                     object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.
You can take a Magic action to throw the bead up to 60 feet
                                                
                                            
                                                
                                                    . The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each
                                                
                                            
                                                
                                                     case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind
                                                
                                            
                                                
                                                    ) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn’t have to be in a straight line.
                                                
                                            
                                                
                                                    While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it
                                                
                                            
                                                
                                                     creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The Sphere moves 10 feet away
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
                                                
                                            
                                                
                                                    , you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn’t behind Total
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes
                                                
                                            
                                                
                                                     has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.
Figurine of Wondrous
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    An an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity
                                                
                                            
                                                
                                                     stick after the first increases the damage by 1d6 (to a maximum of 10d6) and the effect’s radius by 5 feet (to a maximum of 20 feet).
It takes 1 minute to rig dynamite with a longer fuse so it explodes after a longer period of time, such as 1 minute or 10 minutes.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like
                                                
                                            
                                                
                                                     successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
                                                
                                            
                                                
                                                     Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     outside the Elemental Plane of Earth, its body dissolves into dirt, and it gains a new body in 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Elemental Restoration"} days, reviving with all
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Earth Burst"}, range 120 ft. Hit: 15 (2d8 + 6);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Earth Burst", "rollDamageType
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
                                                
                                            
                                                
                                                     affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for
                                                
                                            
                                        
                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Aasimar (pronounced AH-sih-mar) are mortals who carry a spark of the Upper Planes within their souls. Whether descended from an angelic being or infused with celestial power, they can fan that spark
                                                
                                            
                                                
                                                     aasimar learns to reveal their full celestial nature.
Aasimar Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Rapier", "rollDamageType":"Poison"} Poison damage.
Hand Crossbow. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Hand Crossbow"}, range 30/120 ft. Hit
                                                
                                            
                                                
                                                    ", "rollAction":"Hand Crossbow", "rollDamageType":"Poison"} Poison damage.
Smoke Bomb (1/Day). The spy throws a bomb to a point it can see within 30 feet of itself. Constitution Saving Throw: DC 16, each
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors
                                                
                                            
                                                
                                                     5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
                                                
                                            
                                                
                                                     is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the
                                                
                                            
                                                
                                                     sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     creature in a 10-foot-radius Sphere centered on a point the bandit can see within 120 feet. Failure: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Blinding Flash
                                                
                                            
                                                
                                                    Multiattack. The bandit makes three Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Dagger"}, reach 5 ft. or range 20/60 ft. Hit
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the
                                                
                                            
                                                
                                                     Daylight effect can’t be used again until the next dawn.
You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell’s sensor.
                                                
                                            
                                        





