Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'make shoot with only answer for for life'.
Other Suggestions:
make slot with only answer for for life
make spot with only answer for for life
make shift with only answers for for life
make short with only answers for for life
make sheet with only answer for for life
Spells
Player’s Handbook
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was
it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it
Spells
Player’s Handbook
You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your
Spells
Player’s Handbook
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
one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
Spells
Player’s Handbook
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
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
Species
Player’s Handbook
Cherished and guided by gods who value life, home, and hearth, halflings gravitate toward bucolic havens where family and community help shape their lives. That said, many halflings possess a brave
and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human
Magic Items
Dungeon Master’s Guide
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
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 has the Paralyzed condition for 1 minute. The target repeats the
Magic Items
Dungeon Master’s Guide
drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.
Skull. An Avatar of Death appears in an unoccupied space as close to you as possible
ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life.
Avatar of Death
Medium Undead
Magic Items
Dungeon Master’s Guide
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
Feats
Eberron: Forge of the Artificer
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat)
You gain the following benefits.
Medical Intuition. When you make a Wisdom (Medicine) check or an ability
Spell Level
Spells
1
False Life, Healing Word
2
Arcane Vigor, Prayer of Healing
3
Aura of Vitality, Mass Healing Word
4
Aura of Life, Aura of Purity
5
Greater Restoration
Feats
Eberron: Forge of the Artificer
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat)
You gain the following benefits.
Wild Intuition. When you make an Intelligence (Nature) or Wisdom (Animal
Handling Spells table are added to that feature’s spell list.
Mark of Handling Spells
Spell Level
Spells
1
Command, Find Familiar
2
Beast Sense, Calm Emotions
3
Beacon of Hope, Conjure Animals
4
Aura of Life, Dominate Beast
5
Awaken
Backgrounds
Forgotten Realms: Heroes of Faerûn
of compulsory military service, you bristled at that authoritarian attempt to control your life. You forsook your nationhood, discarded your given name, and worked as a freebooter with the first ship
that would have you. Since then, you’ve traveled the Vilhon Reach. Though you’ve never sailed more than a few dozen leagues from land, you make up for it with deep local connections and the breadth of your experiences.
Speak with Dead
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The
spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including
Spells
Xanathar's Guide to Everything
. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Borrow Experience.
for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
Steal Life. You can use a bonus action to drain vigor from
Contact Other Plane
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't
must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to
Spectator
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn
disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10);{"diceNotation
Vampiric Touch
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic
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 an action.
At Higher Levels. When you
Monsters
Spelljammer: Adventures in Space
Spider Climb. The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack. The aartuk makes two Branch attacks, two Radiant Pellet
sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the
Monsters
Spelljammer: Adventures in Space
Spider Climb. The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack. The aartuk makes two Branch attacks, two
. The head contains the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and
Equipment
When you smoke requiem clay, you summon the spirit of a single deceased person that you personally knew in life. The spirit’s image is visible, and its voice can be heard in whispers, but it
cannot touch you. You can ask the spirit up to five questions, as the speak with dead spell. The spirit knows only what it knew in life, including the languages it knew. Answers are usually brief
Ideals
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
core belief system.
Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for?
Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to your
Sage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
life for the answer to a certain question.
6
I sold my soul for knowledge. I hope to do great deeds and win it back.
d6
Flaw
1
I am easily distracted by the promise of
colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp
Specialty
To determine the nature of your scholarly training, roll a d8 or
Magic Items
Baldur’s Gate: Descent into Avernus
. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
Drain Life. You siphon away some of the soul’s essence and gain 1d10
temporary hit points.
Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must
Fire Storm
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a
successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Monsters
Vecna: Eve of Ruin
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Spike Burst"}. Twisted, spectral spikes shoot out from the impaler’s body. Each creature within 30 feet of the impaler must make a DC 19
impaler regains spent legendary actions at the start of its turn.
Speed Spike. The impaler teleports up to 30 feet to an unoccupied space it can see. It can then make a Spike attack.
Deepen Wounds
Monsters
Spelljammer: Adventures in Space
Spider Climb. The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Multiattack. The aartuk makes two Branch attacks, two
the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
Fool. You lose 10,000 XP
own avatar of death. A creature slain by an avatar of death can't be restored to life.
Avatar of Death
Medium undead, neutral evil
Armor Class 20 Hit Points half the hit point maximum of its
Monsters
Spelljammer: Adventures in Space
the megapede must make a DC 15 Constitution saving throw, taking 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Life Drain","rollDamageType":"necrotic"} necrotic damage on a failed
Multiattack. The megapede makes one Bite attack and uses either Life Drain or Psychic Bomb.
Bite. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Bite"} to hit
Monsters
Bigby Presents: Glory of the Giants
Stench. Any creature that starts its turn within 10 feet of the barrowghast must make a DC 16 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. While
attacks. It can replace one Slam attack with a Life Drain attack.
Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 10 ft., one target
Magic Items
Tomb of Annihilation
, remove curse, or similar spell ends the curse on the target.
The Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the
staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life
Magic Items
Eberron: Rising from the Last War
These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves
of artisan’s tools of your choice
One kind of musical instrument of your choice
When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
’t make Cling attacks. The parasite can detach itself by spending 5 feet of its movement. As an action, a creature within reach of the parasite can try to detach it, doing so with a successful
DC 14 Strength check.
Consume Life. The parasite deals 12 (3d6 + 2);{"diceNotation":"3d6+2","rollType":"damage","rollAction":"Consume Life","rollDamageType":"necrotic"} necrotic damage to one creature
Monsters
Misplaced Monsters: Volume One
":"bludgeoning"} bludgeoning damage.
Tail Thump. Coral slams her tail down, unleashing a burst of magical force toward one creature she can see within 60 feet of her. The target must make a DC 16 Dexterity
upset, her rainbow tail lights up. If she smacks her tail on the ground, magical force spreads outward to engulf an enemy, potentially turning it to dust. When Coral has the hiccups, bubbles shoot from
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound
companions are free to make their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about
Monsters
Strixhaven: A Curriculum of Chaos
with deadly fungus spores can make short work of the unwary. Trudges are also notoriously difficult to slay; the energies of life and death within them allow them to survive harrowing injuries.Fire
Fungal Fortitude. If damage reduces the trudge to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a






