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Returning 35 results for 'make some with only above flow for longer'.
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Magic Items
Dungeon Master’s Guide
;s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Magic Items
Dungeon Master’s Guide
This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50
feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it.
As a Magic
Spells
Player’s Handbook
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
you can see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
Magic Items
Dungeon Master’s Guide
yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC
15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15
Monsters
Monster Manual
creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if
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
Magic Items
Dungeon Master’s Guide
’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
(Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take
Monsters
Monster Manual
of the necrohulk can take an action to make a DC 15 Strength (Athletics) check. On a successful check, the target is no longer grafted and moves to an unoccupied space within 5 feet of the necrohulk.
Spells
Player’s Handbook
make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
Spells
Player’s Handbook
your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear
that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage
Spells
Player’s Handbook
within 5 feet of the target, the creature can’t willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below
longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.
Spells
Player’s Handbook
Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is
no longer Restrained.
The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
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
success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a
Monsters
Monster Manual
target has the Restrained condition, has Total Cover, and is suffocating. As an action, a buried creature or another creature within 5 feet of it can make a DC 18 Strength (Athletics) check. On a
successful check, the creature is no longer buried. Success: Half damage only.
Control Weather. The cataclysm casts the Control Weather spell, requiring no spell components and using Constitution as the
Spells
Player’s Handbook
duration, the spell lasts until dispelled.
An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a
. In combat, it takes its turns immediately after yours, and it obeys your commands.
If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending
Magic Items
Dungeon Master’s Guide
duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to
succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature
Monsters
Strixhaven: A Curriculum of Chaos
see within 90 feet of it. The creature must make a DC 12 Constitution saving throw, taking 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Reduce to Memory", "rollDamageType
studies and travel the world to see history made before their eyes. Their magic can range from spells tampering with the flow of time itself to concussive blasts that break through old ruins—to
Monsters
Planescape: Adventures in the Multiverse
. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a
scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient
Monsters
Planescape: Adventures in the Multiverse
. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a
wyrmling;Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive
Monsters
Strixhaven: A Curriculum of Chaos
"}. Velomachus exhales thunderous sound in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failure, a creature takes 45 (7d12);{"diceNotation":"7d12","rollType
at the start of her turn.
Claw. Velomachus makes one Claw attack.
Chaotic Flow (Costs 2 Actions). Velomachus moves up to half her flying speed. If a creature hits or misses her with an opportunity
Monsters
Strixhaven: A Curriculum of Chaos
"}. Thundering golden energy erupts around a creature the pledgemage can see within 90 feet of it. The creature must make a DC 13 Constitution saving throw, taking 44 (8d10);{"diceNotation":"8d10", "rollType
tampering with the flow of time itself to concussive blasts that break through old ruins—to sometimes just bashing things with a glowing scroll.
Lorehold Scholars
The archaeomancers of
Monsters
Strixhaven: A Curriculum of Chaos
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Decaying Breath"}. Beledros exhales decaying energy in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking
points until the start of Beledros’s next turn.
Miasmal Flow. Beledros becomes a swirling cloud of green mist and can move up to half her flying speed without provoking opportunity attacks, then
Monsters
Planescape: Adventures in the Multiverse
dust. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Time Breath
the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient time dragon;Ancient time dragons can create temporal gates connected
Monsters
Strixhaven: A Curriculum of Chaos
", "rollType":"recharge", "rollAction":"Lightning Flourish"}. The professor unleashes arcs of magical lightning at up to two creatures it can see within 60 feet of itself. Each target must make a DC 15
teachers channel the elements of wind, flame, and lightning to accompany them. Their magic is fast and beautiful, which becomes swift death in battle, mesmerizing in its energetic flow. Devastating
Monsters
Fizban's Treasury of Dragons
Fear Aura. Each creature of the golem’s choice that starts its turn within 20 feet of the golem must make a DC 15 Wisdom saving throw unless the golem is incapacitated. On a failed save, the
bones’ inherent magic. Most dragon bone golems are created by powerful dragons from the bones of vanquished rivals. Each bone is etched with intricate glyphs that allow animating power to flow
Monsters
Strixhaven: A Curriculum of Chaos
;s choice and make one melee attack against that other creature.
Spellcasting. The professor casts one of the following spells, requiring no material components and using Intelligence as the
interacts with the world can change the world. They impress upon their students to use magic as a tool to shape the overall experience of reality, and in turn make the world a better place.
Quandrix
Magic Items
Bigby Presents: Glory of the Giants
flow through the shield’s grooves for 1 minute. While the shield is active, you gain the following benefits:
Blazing Soul. You have immunity to fire damage.
Cleansing Fire. As an action, you
with a shield bash, targeting one creature you can see within 5 feet of yourself. The target must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a
Monsters
Mythic Odysseys of Theros
advantage or disadvantage.Oracles posses the ability to interpret the patterns and language of Nyx, divining from it the flow of fates and the will of the gods. Most of these gifted—or cursed
directly, be it with dramatic manifestations or direct possession of their servant. Although a deity’s words might be steeped in metaphors, should a god wish to make their intentions clear, they
Monsters
Mordenkainen Presents: Monsters of the Multiverse
within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Acid Breath
(Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw
Monsters
Planescape: Adventures in the Multiverse
must make a DC 24 Constitution saving throw. On a failed save, a creature takes 52 (8d12);{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Time Breath", "rollDamageType":"force"} force
have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient time
Monsters
Acquisitions Incorporated
, and it is no longer able to recharge its lightning breath.Multiattack. The behir makes two attacks: one with its bite and one to constrict.
Bite. Melee Weapon Attack: +10;{"diceNotation":"1d20+10
must make a DC 16 Dexterity saving throw, taking 66 (12d10);{"diceNotation":"12d10","rollType":"damage","rollAction":"Lightning Breath","rollDamageType":"lightning"} lightning damage on a failed save
Monsters
The Wild Beyond the Witchlight
individuals who operate many of the booths, make repairs, feed and exercise the animals, keep an eye out for thieves and other miscreants, and perform other miscellaneous tasks as Mister Witch dictates. A
time. (A longer absence is equivalent to resignation, in Mister Witch’s estimation.) On-duty staff members are required to wear fake butterfly wings strapped to their backs. Mister Witch and
Magic Items
Guildmasters’ Guide to Ravnica
vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a
call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.
Magic Items
Tales from the Yawning Portal
bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Curse. The bracelet
against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.
Monsters
Bigby Presents: Glory of the Giants
emits beams of fire from its eyes, mouth, and wounds in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 31 (7d8);{"diceNotation":"7d8", "rollType":"damage
its final oblivion.
A firegaunt looks like a severely burned corpse. Supernatural crimson flames flow through its veins, erupting from its wounds and its mouth.Fire, PoisonNecrotic
Monsters
Phandelver and Below: The Shattered Obelisk
meld can climb difficult surfaces, including ceilings, without needing to make an ability check.Multiattack. The flesh meld makes two Bite attacks.
Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
swallowed at a time.
A swallowed creature no longer has the grappled condition. While swallowed, it has the blinded and restrained conditions, has total cover against attacks and other effects outside the






