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Returning 35 results for 'make see with only ally force for long'.
Magic Items
Dungeon Master’s Guide
directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.
Protective Field. As a Reaction, when you or an ally you can see
while holding it.
Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and
Monsters
Monster Manual
effects:
Sap. The target has Disadvantage on its next attack roll before the start of the warrior’s next turn.
Maneuver. One ally who can see or hear the warrior can take a Reaction to move up
miss, the warrior can make one Greatsword or Longbow attack against the attacker.Tactical Charge. The warrior moves up to half its Speed straight toward an enemy it can see without provoking opportunity attack;Opportunity Attacks.
Magic Items
Dungeon Master’s Guide
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the
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
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.
Magic Items
Dungeon Master’s Guide
you can see within 60 feet of yourself. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature
Equipment
A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High Jump;High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.
Magic Items
Dungeon Master’s Guide
to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the
height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
Magic Items
Dungeon Master’s Guide
nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven
words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours.
Spells
Player’s Handbook
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a
target takes 6d10 Force damage.
You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
Magic Items
Dungeon Master’s Guide
After you drink this potion, each Unarmed Strike you make deals an extra 1d6 Force damage on a hit. This effect lasts 10 minutes.
This potion is a thick green fluid that tastes like spinach.
Spells
Player’s Handbook
You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other
than you, and it can’t willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, if you cast a
Monsters
Monster Manual
", "rollAction":"Sacred Weapon"}, reach 10 ft. Hit: 31 (6d6 + 10);{"diceNotation":"6d6+10", "rollType":"damage", "rollAction":"Sacred Weapon", "rollDamageType":"Force"} Force damage, and the target has the
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Equipment
, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to
Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
Equipment
must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Monsters
Monster Manual
", "rollAction":"Sacred Weapon"}, reach 10 ft. Hit: 31 (6d6 + 10);{"diceNotation":"6d6+10", "rollType":"damage", "rollAction":"Sacred Weapon", "rollDamageType":"Force"} Force damage, and the target has the
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Monsters
Monster Manual
against a spell, or a spell’s attack roll misses it. Response—Dexterity Saving Throw: DC 12, one creature the spectator can see within 120 feet. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Spell Reflection", "rollDamageType":"Force"} Force damage.
", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Eye Rays. The spectator randomly shoots one of the following magical rays at a target it can see within 90
Spells
Player’s Handbook
its turn there, you can force that creature to make a Wisdom saving throw. On a failed save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away
You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends
Spells
Player’s Handbook
You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or
Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Shortbow", "rollDamageType":"Piercing"} Piercing damage if the attack roll had Advantage.Redirect Attack. Trigger: A creature the goblin can see makes an attack roll
against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.Nimble Escape. The goblin takes the Disengage or Hide action.
Equipment
the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution
Proficiency with a Lance allows you to add your proficiency bonus to the attack roll for any attack you make with it. A Lance requires two hands to wield when you aren't mounted.
This weapon has
Spells
Player’s Handbook
the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters
Equipment
have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must
Equipment
must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Proficiency with a Trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Monsters
Monster Manual
, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest.Multiattack. The erinyes makes three Withering Sword attacks and can
":"Necrotic"} Necrotic damage.
Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
Magic Items
Dungeon Master’s Guide
charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Magic Items
Dungeon Master’s Guide
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself
’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength
Spells
Player’s Handbook
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have
Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature
Spells
Player’s Handbook
you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target
Monsters
Monster Manual
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
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
Spells
Player’s Handbook
You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one
melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns
Spells
Player’s Handbook
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast
this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with
Spells
Player’s Handbook
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike
Spells
Player’s Handbook
You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.
A creature
targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing
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
", "rollAction":"Object Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Telekinetic Thrust. Strength Saving Throw: DC 12, one creature the poltergeist can see within 30 feet. Failure: 9 (2d6 + 2
Monsters
Monster Manual
objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement", "rollDamageType":"Force"} Force damage if it ends its
Throw: DC 13, one creature the banshee can see within 60 feet that can see the banshee. Failure: The target has the Frightened condition until the start of the banshee’s next turn. Success: The






