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                        Returning 35 results for 'is rules feet power score the down'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s 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 aren’t 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 aren’t 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 aren’t 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 wasn’t a Construct or an Undead. In 24 hours, the corpse rises as a Myconid Spore Servant. The corpse
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
                                                
                                            
                                                
                                                     following mastery property. To use this property, you must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
                                                
                                            
                                        
                                                     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
                                                    
                                                    
                                                
                                            
                                                     the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
                                                
                                            
                                                
                                                     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 training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
                                                
                                            
                                                
                                                     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 training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
                                                
                                            
                                                
                                                     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 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
                                                
                                            
                                                
                                                     of Wondrous Power (Bronze Griffon);Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can’t be used again
                                                
                                            
                                        
                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     connection to the Lower Planes is the tiefling’s fiendish legacy, which comes with the promise of power yet has no effect on the tiefling’s moral outlook.
A tiefling chooses whether to
                                                
                                            
                                                
                                                     to devils.
Tiefling Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this speciesSpeed: 30 feet
                                                
                                            
                                        
                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ;luck of the halflings” in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling’s 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 2–3 feet tall)Speed: 30 feet
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s 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 robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    , the suggestion power of the crystal ball can’t 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 spell’s sensor.
                                                
                                            
                                                
                                                     creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this Detect Thoughts to maintain it during its duration, but it ends if Scrying ends.
Crystal Ball
                                                
                                            
                                        
                                                     Spells
                                                    Player’s 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
                                                
                                            
                                                
                                                     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.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
                                                
                                            
                                                
                                                     the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Hand, Prestidigitation 2/Day Each: Animate Dead, Dimension Door, Plane Shift 1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, ScryingProtective Magic. The lich casts Counterspell or Shield
                                                
                                            
                                                
                                                     expend a use to take one of the following actions. The lich regains all expended uses at the start of each of its turns.
Deathly Teleport. The lich teleports up to 60 feet to an unoccupied space it can
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
                                                
                                            
                                                
                                                     you’re within 5 feet of it.
Actions
Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    , to his heir. The rightful inheritors passed the axe on for many generations.
Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s 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
                                                
                                            
                                                
                                                     person, you can take a Magic action to recite words from its pages in a foul, dead language. Each time you do so, you take 1d12 Psychic damage, and each creature within 15 feet of you takes 3d6 Psychic
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     within 10 feet of the wand is destroyed.
Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage
                                                
                                            
                                                
                                                     Death
3
Power Word Kill
4
Speak with Dead
1
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges (minimum of 0
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ’s choice) 30 feet into the air for 1d4 minutes.
11–20
A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good
                                                
                                            
                                                
                                                     makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Kas was a powerful warrior who served Vecna and whose loyalty was rewarded with this sword. As Kas’s power grew, so did his hubris. The sword urged Kas to destroy Vecna and usurp his throne
                                                
                                            
                                                
                                                     of 13, and a Charisma of 16. It has hearing and Darkvision out to 120 feet.
The weapon communicates telepathically with its wielder and speaks Common.
Personality. The sword’s purpose is to
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
                                                
                                            
                                                
                                                     benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
                                                
                                            
                                                
                                                     1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     your choice:
Object Creation. You create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied
                                                
                                            
                                                
                                                     cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    "} force damage.
Power of Authority. The law bender targets a creature it can see within 60 feet of itself. The target must succeed on a DC 16 Intelligence saving throw or take 10 (3d6);{"diceNotation
                                                
                                            
                                                
                                                    Multiattack. The law bender makes three Arcane Burst attacks and uses Power of Authority or Spellcasting.
Arcane Burst. Melee or Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell
                                                
                                            
                                        
                                                     Magic Items
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Crystal Properties
Intelligence Score
Range of Telepathy
Light Intensity
psi-crystal-int-3-7;3–7
15 feet
Dim light out to a range of 5 feet
psi-crystal-int-8-11;8–11
30 feet
                                                
                                            
                                                
                                                    This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.
The crystal also glows with a purplish
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Creature Sense. The refraction is aware of creatures within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one
                                                
                                            
                                                
                                                    ’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     of gauntlets of ogre power, giving him a Strength score of 19.Multiattack. Horgar makes two melee attacks.
+2 Warhammer. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit
                                                
                                            
                                                
                                                     paralyzed.
Sunlight Sensitivity. While in sunlight, Horgar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Gauntlets of Ogre Power. Horgar wears a set
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     within 60 feet of itself. Each target must make a DC 19 Constitution saving throw, taking 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Negotiate Life", "rollDamageType
                                                
                                            
                                                
                                                     among the fae, magically negotiating themselves advantages in battle.
Like many high fae, these mages draw power from the latent energy found throughout the wilds of Eldraine. However, high fae mages
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     feet, to a minimum speed of 5 feet. The reduction lasts until the start of the high fae’s next turn.
Tripping Feint. The high fae targets one Large or smaller creature it can see within 10 feet
                                                
                                            
                                                
                                                     operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player’s Handbook, but with the following differences:
Mounting or dismounting a chariot
                                                
                                            
                                                
                                                     costs you 5 feet of movement, rather than a number of feet equal to half your speed.
Being mounted on a chariot grants you half cover.
A chariot’s speed is equal to the speed of the slowest
                                                
                                            
                                        






