Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'is remains feet power score the doesn'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        is remains feet power stone the doesn
                                    
                                
                                    
                                        is remain feet power score the doesn
                                    
                                
                                    
                                        is retain feet power score the doesn
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
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.
                                                
                                            
                                                
                                                     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 on itself on a success. After 1 minute, it succeeds automatically
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . 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.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Intelligence score of 2 or higher that arenât Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
                                                
                                            
                                                
                                                     Spores (3/Day). The myconid releases spores at a Medium or Small corpse within 5 feet of it that wasnât a Construct or an Undead. In 24 hours, the corpse rises as a Myconid Spore Servant. The corpse
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesnât age and doesnât need to
                                                
                                            
                                                
                                                    While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     creature is hit more than once by weapons that have this property, the Speed reduction doesnât exceed 10 feet.
                                                
                                            
                                                
                                                    , you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs 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
                                                
                                            
                                                
                                                     the creature, the figurine doesnât become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
                                                
                                            
                                        
                                                     Species
                                                    Playerâs 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 4â7 feet tall) or Small (about 2â4 feet tall), chosen when you select this speciesSpeed: 30 feet
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     speak the name of a specific creature (a pseudonym, title, or nickname doesnât work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing
                                                
                                            
                                                
                                                     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
                                                    
                                                    
                                                
                                            
                                                     have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesnât exceed 10 feet.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     hit more than once by weapons that have this property, the Speed reduction doesnât exceed 10 feet.
                                                
                                            
                                                
                                                     must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     hit more than once by weapons that have this property, the Speed reduction doesnât exceed 10 feet.
                                                
                                            
                                                
                                                     must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is
                                                
                                            
                                                
                                                     sleeping naturally when combat begins. This benefit doesnât wake a subject from magically induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesnât exceed 10 feet.
                                                
                                            
                                                
                                                     following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesnât exceed 10 feet.
                                                
                                            
                                                
                                                     following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs 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 doesnât have to be in a straight line.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesnât exceed 10 feet.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesnât exceed 10 feet.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     hit more than once by weapons that have this property, the Speed reduction doesnât exceed 10 feet.
                                                
                                            
                                                
                                                     must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Species
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     connection to the Lower Planes is the tieflingâs fiendish legacy, which comes with the promise of power yet has no effect on the tieflingâs moral outlook.
A tiefling chooses whether to
                                                
                                            
                                                
                                                     to devils.
Tiefling Traits
Creature Type: HumanoidSize: Medium (about 4â7 feet tall) or Small (about 3â4 feet tall), chosen when you select this speciesSpeed: 30 feet
                                                
                                            
                                        
                                                     Species
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    ;luck of the halflingsâ in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halflingâs behalf. Many halflings believe in the power of luck, and they
                                                
                                            
                                                
                                                     live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.
Halfling Traits
Creature Type: HumanoidSize: Small (about 2â3 feet tall)Speed: 30 feet
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Avalance Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature and the galeb duhr moved 20+ feet straight toward it immediately before the hit
                                                
                                            
                                                
                                                     Boulders (1/Day). The galeb duhr magically animates one or two boulders it can see within 60 feet of itself. Each boulder uses the Galeb Duhr stat block, except it has Intelligence and Charisma scores
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
                                                
                                            
                                                
                                                     remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Illumination. The flameskull sheds Bright Light in a 15- foot radius and Dim Light for an additional 15 feet.
Magic Resistance. The flameskull has Advantage on saving throws against spells and other
                                                
                                            
                                                
                                                     magical effects.
Undead Restoration. If the flameskull is destroyed, it regains all its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     the smoke is Heavily Obscured.
Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet.
Closing the bottle causes the cloud
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     to push the button again, the rod doesnât move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take
                                                
                                            
                                                
                                                     a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an
                                                
                                            
                                                
                                                     unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.
After 60 days, there is a cumulative 5
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
1d10
Behavior for the Turn
1
The target doesnât take an action, and it
                                                
                                            
                                                
                                                     uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.
2â6
The target doesnât move or take actions.
7â8
The target doesn
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage
                                                
                                            
                                                
                                                     on attack rolls against you. Any creature in the Bright Light that can see you when the robeâs power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for
                                                
                                            
                                                
                                                     an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    , the suggestion power of the crystal ball canât be used again until the next dawn.
Crystal Ball of True Seeing. While scrying with the crystal ball, you have Truesight with a radius of 120 feet centered on the spellâs sensor.
                                                
                                            
                                                
                                                     creatures you can see within 30 feet of the spellâs sensor. You donât need to concentrate on this Detect Thoughts to maintain it during its duration, but it ends if Scrying ends.
Crystal Ball
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up
                                                
                                            
                                                
                                                     a wall or a ceiling), which allows it to move as if it were climbing. You can change the targetâs altitude by up to 20 feet in either direction on your turn. If you are the target, you can move
                                                
                                            
                                        






