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Returning 35 results for 'make side with only above from for line'.
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Spells
Player’s Handbook
away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet
Magic Items
Dungeon Master’s Guide
Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage.
Lightning Bolt. When you throw this weapon at a target no farther
than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and
Magic Items
Dungeon Master’s Guide
While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a
Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn’t have to be in a straight line.
Spells
Player’s Handbook
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
damage on a successful one.
One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A
Spells
Player’s Handbook
in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid
’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use
Monsters
Monster Manual
"}. Dexterity Saving Throw: DC 26, each creature in a 300-foot-long, 10-foot-wide Line. Failure: 65 (10d12);{"diceNotation":"10d12", "rollType":"damage", "rollAction":"Divine Beam", "rollDamageType
its turns.
Smite. The colossus makes one Radiant Ray attack.
Stomp. The colossus moves up to half its Speed without provoking Opportunity Attack;Opportunity Attacks, and it can make one Slam attack at any point during that move.Poison, PsychicNecrotic, Radiant
Spells
Player’s Handbook
one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a
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.
Spells
Player’s Handbook
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10
feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a
Magic Items
Dungeon Master’s Guide
within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under
another creature’s control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.
While in control of the sphere, you can take a
Spells
Player’s Handbook
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
Spells
Player’s Handbook
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area
structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
Javelin of Lightning
Legacy
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Magic Items
Basic Rules (2014)
. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet
Equipment
Combat
Utility
Whimsy
19
19
20
As the Wandering Line trundles across the island, the occasional bit of coal that feeds its boiler bounces out, landing by the side of the
Spells
Elemental Evil Player's Companion
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a
Black Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Acid Breath","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.Acid
":"acid"} acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. The dragon exhales acid in a 15-foot line that is 5 feet wide. Each
Blue Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
(Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Lightning Breath"}. The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must
make a DC 12 Dexterity saving throw, taking 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Lightning Breath","rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.Lightning
Sunbeam
Legacy
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Spells
Basic Rules (2014)
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8
create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Monsters
Tales from the Yawning Portal
Amphibious. The nereid can breathe air and water.
Aquatic Invisibility. If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water
spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side.
Speak with Animals. The nereid can comprehend and
Lightning Bolt
Legacy
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Spells
Basic Rules (2014)
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6
Staff of Thunder and Lightning
Legacy
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Magic Items
Basic Rules (2014)
line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap. You can use an action to cause the staff to issue
until the end of your next turn.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that
Caltrops (bag of 20)
Legacy
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Equipment
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this
turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Young Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
":"recharge","rollAction":"Lightning Breath"}. The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10
Copper Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
following breath weapons.
Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8);{"diceNotation
-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack
Bronze Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
":"Breath Weapons"}. The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12
Ancient Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10);{"diceNotation":"16d10","rollType":"damage","rollAction":"Lightning Breath","rollDamageType":"lightning"} lightning damage on a
.
Lightning Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Lightning Breath"}. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature
Monsters
Spelljammer: Adventures in Space
, provided it isn’t wearing heavy armor.Hadozee shipmates make up much of the crew aboard some spelljamming ships.
Hadozees
Hadozees are slender, highly adaptive Humanoids with simian
glide. A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one side of the ship, gliding under the keel, and appearing on the opposite side of the ship from where it leapt off.
Ball Bearings (bag of 1,000)
Legacy
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Equipment
As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10
Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.
Charger
Legacy
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Feats
Player’s Handbook (2014)
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
If you move at least 10 feet in a straight line immediately before taking this
bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Ankheg
Legacy
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Monsters
Basic Rules (2014)
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Spray"}. The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line
must make a DC 13 Dexterity saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.
Brass Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
following breath weapons.
Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6);{"diceNotation
Marid
Legacy
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Monsters
Monster Manual (2014)
","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Water Jet. The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must
make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Water Jet","rollDamageType":"bludgeoning"} bludgeoning damage and, if it
Forcecage
Legacy
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Spells
Basic Rules (2014)
in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid
cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can
Young Black Dragon
Legacy
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Monsters
Basic Rules (2014)
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving
Young Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6);{"diceNotation":"12d6","rollType":"damage","rollAction":"Fire Breath






