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Returning 35 results for 'magic slam with only action force for long'.
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Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic [Action] When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell
that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Magic [Action] When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell
that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Magic [Action] When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell
that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”
Monsters
Monster Manual
Slam or Force Bolt in any combination.
Slam. Melee Attack Roll: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Slam"}, reach 5 ft. Hit: 15 (2d8 + 6);{"diceNotation":"2d8+6
", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Force"} Force
Magic Items
Dungeon Master’s Guide
.
Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or
you.
Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall
Monsters
Monster Manual
Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes four Slam attacks or four Gears Launcher attacks
.
Slam. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Slam
Monsters
Monster Manual
Immutable Form. The colossus can’t shape-shift.
Legendary Resistance (4/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The colossus has
Advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.Multiattack. The colossus makes three attacks, using Slam or
Monsters
Monster Manual
":"Incorporeal Movement", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.Multiattack. The poltergeist makes one Object Slam attack and uses Telekinetic Thrust.
Object Slam
. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Object Slam"}, reach 5 ft. or range 30 ft. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2", "rollType":"damage
Magic Items
Dungeon Master’s Guide
This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can
expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.
Magic Items
Dungeon Master’s Guide
Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Monsters
Monster Manual
Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes five Slam attacks or five Electrical Discharge attacks
.
Slam. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Slam
Equipment
String is 10 feet long. You can tie a knot in it as a Utilize action.
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
attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Monsters
Monster Manual
within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases
Absorption. Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.
Magic Resistance. The golem has Advantage on saving throws
Monsters
Monster Manual
":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
Hells.
Magic Resistance. The erinyes has Advantage on saving throws against spells and other magical effects.
Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can use the
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.
Monsters
Monster Manual
Avalanche Slam. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Avalanche Slam"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage
", "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
Monsters
Monster Manual
Blight Seeds. When it finishes a Long Rest, the blight expels 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Blight Seeds"} seeds into unoccupied spaces on the ground within 30 feet of
creature it becomes: on 1–4, Twig Blight; on 5–6, Needle Blight; on 7–8, Vine Blight.Multiattack. The blight makes two attacks, using Slam or Thorn Volley in any combination. It also uses
Monsters
Monster Manual
.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.Multiattack. The golem makes two Slam attacks
, or it makes three Slam attacks if it used Hasten this turn.
Slam. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 10 (1d10 + 5
Monsters
Monster Manual
Multiattack. The necrohulk makes two Rotting Slam attacks.
Rotting Slam. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Rotting Slam"}, reach 10 ft. Hit: 9 (1d10
+ 4);{"diceNotation":"1d10+4", "rollType":"damage", "rollAction":"Rotting Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction
Monsters
Monster Manual
through a space as narrow as 1 inch without expending extra movement to do so.Multiattack. The elemental makes two Slam attacks.
Slam. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
", "rollAction":"Slam"}, reach 5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or
Spells
Player’s Handbook
damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic
Spells
Player’s Handbook
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the
Monsters
Monster Manual
looks different but uses the same stat block and returns with all its Hit Points.Multiattack. The revenant makes two Object Slam attacks and uses Invitation.
Object Slam. Melee or Ranged Attack Roll
: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Object Slam"} (with Advantage if the target is inside the revenant’s space), reach 10 ft. or range 30/90 ft. Hit: 27 (5d8 + 5
Monsters
Monster Manual
Incapacitated condition.Multiattack. The jackalwere makes two Rend or Slam attacks.
Rend (Jackal or Hybrid Form Only). Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
":"Rend"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Piercing"} Piercing damage.
Slam (Human or Hybrid Form Only). Melee Attack
Monsters
Monster Manual
Siege Monster. The treant deals double damage to objects and structures.Multiattack. The treant makes two Slam attacks.
Slam. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
", "rollAction":"Slam"}, reach 5 ft. Hit: 16 (3d6 + 6);{"diceNotation":"3d6+6", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Hail of Bark. Ranged Attack
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
Monsters
Monster Manual
":"Incorporeal Movement", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
spellcasting ability:
1/Day Each: Bless, Lesser Restoration (as an action)Bludgeoning, Piercing, SlashingHealing Word (1/Day). The empyrean casts Healing Word, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
Demonic Restoration. If the goristro dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic
Brutal Gore attack and two Slam attacks.
Brutal Gore. Melee Attack Roll: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Brutal Gore"}, reach 10 ft. Hit: 40 (6d10 + 7
Monsters
Monster Manual
Points.Multiattack. The revenant uses Vengeful Glare and makes two Slam attacks.
Slam. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 11
(2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Necrotic"} Necrotic damage.
Vengeful Glare. Wisdom Saving Throw: DC 15, one creature the revenant can
Spells
Player’s Handbook
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Spells
Player’s Handbook
Proficiency Bonus)
Actions
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).
Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing
Monsters
Monster Manual
Long Rest, it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target’s Hit Point maximum decreases by 5 (1d10);{"diceNotation":"1d10", "rollType":"roll
target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two tentacles.
Tentacle Slam. Constitution Saving Throw: DC 14, each creature Grappled by the otyugh
Spells
Player’s Handbook
condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded
Magic Items
Dungeon Master’s Guide
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
save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn.
Terrify. While holding the rod, you can take a Magic action






