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Returning 35 results for 'made spell with only allies foot for long'.
Monsters
Monster Manual
Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage
":"Slashing"} Slashing damage.
Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest):
First
Monsters
Monster Manual
condition.
Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet.Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar.
Rend. Melee
Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
Spells
Player’s Handbook
You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.
Magic Items
Dungeon Master’s 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
Monsters
Monster Manual
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
Equipment
, 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.
Monsters
Monster Manual
Influence action.
Meddlesome Magic. Whenever a creature other than the hag or its allies finishes a Long Rest while within 1 mile of the lair, the next time that creature casts a spell using a spell slot
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Monsters
Monster Manual
finish a Long Rest before using this trait to cast that spell again.
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
Magic Items
Dungeon Master’s Guide
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell’s customary knocking sound is replaced by the clear
Magic Items
Dungeon Master’s Guide
. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points.
While summoned, the djinni is Friendly to you and your allies, and it obeys your commands
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.
In certain forms, the weapon has the following additional properties
Spells
Player’s Handbook
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected
creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.
Magic Items
Dungeon Master’s Guide
rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.
The
This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination
Spells
Player’s Handbook
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Magic Items
Dungeon Master’s Guide
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
Monsters
Monster Manual
Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage
damage.
Mind-Rending Roar (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind-Rending Roar"}. Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating
Equipment
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches
long. It costs 1 gp, and it deals 1d8 piercing damage on a hit. Although it has the thrown weapon property, the yklwa is not well balanced for throwing (range 10/30 ft.).
Monsters
Monster Manual
. The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15
":"recharge", "rollAction":"Necrotic Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 52 (8d12);{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Necrotic
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Spells
Player’s Handbook
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some
other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures
Monsters
Monster Manual
Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn’t
Monsters
Monster Manual
presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a
its Hit Points in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Undead Restoration"} days unless a Wish spell is cast on its remains.Multiattack. The demilich makes three Necrotic Burst
Monsters
Monster Manual
Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally doesn’t have the
"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6
Magic Items
Dungeon Master’s Guide
100 GP
09–15
Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP
16–22
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which
Healing
69–75
Rowboat (12 feet long)
76–83
Spell Scroll containing one spell of level 1, 2, or 3 (your choice)
84–90
2 Mastiff;Mastiffs
91–96
Window (2
Monsters
Monster Manual
this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone
Monsters
Monster Manual
":"Lightning Breath"}. Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10);{"diceNotation":"15d10", "rollType":"damage", "rollAction":"lightning
breath", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 23, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet
Monsters
Monster Manual
uses Spellcasting to cast Hold Monster. The dragon can’t take this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10
in a 90-foot Cone. Failure: 67 (15d8);{"diceNotation":"15d8", "rollType":"damage", "rollAction":"Cold Breath", "rollDamageType":"Cold"} Cold damage. Success: Half damage.
Paralyzing Breath
Monsters
Monster Manual
", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Lightning
Breath", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 19, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet
Magic Items
Dungeon Master’s Guide
This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls
.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a
Monsters
Monster Manual
Jet. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 31 (9d6);{"diceNotation":"9d6", "rollType":"damage", "rollAction":"Water Jet", "rollDamageType":"Cold
the Wish spell. If the marid knows it, the marid can cast it only on behalf of a non-genie creature who communicates a wish in a way the marid can understand. If the marid casts the spell for the
Magic Items
Dungeon Master’s Guide
.
You gain the following benefits while wearing the helm.
Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the
Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.
Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action
Spells
Player’s Handbook
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.
Magic Items
Dungeon Master’s Guide
rolls made with it.
Button 3. The rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into
a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
Spells
Player’s Handbook
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on
a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.






