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Returning 35 results for 'make spirit with only about 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
Spells
Player’s Handbook
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit
appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the
Spells
Player’s Handbook
can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit’s type, and the target has the
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual
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 call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
slot’s level for the spell’s level in the stat block.
Construct Spirit
Medium Construct, Neutral
AC 13 + the spell’s level
HP 40 + 15 for each spell level above 4
Speed 30 ft
Species
Player’s Handbook
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
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
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 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
Monsters
Bigby Presents: Glory of the Giants
.
Death Bolt (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Death Bolt"}. The spirit hurls a magical lightning bolt in a 120-foot line that is 10 feet wide. Each creature in
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
Monsters
Waterdeep: Dragon Heist
long rest); each creature in the line must make a DC 11 Dexterity saving throw, taking 2d6;{"diceNotation":"2d6","rollType":"damage","rollAction":"Dragonborn","rollDamageType":"lightning"} lightning
): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit
Monsters
Phandelver and Below: The Shattered Obelisk
"} fire damage. If the auger moves at least 20 feet in a straight line toward the target immediately before the hit, the target takes an additional 11 (2d10);{"diceNotation":"2d10", "rollType":"damage
auger is created when a wicked spirit enters an excavation drill, causing the hulking corkscrew bore to glow brightly with hellfire.
Fueled by the fervent aggression of the evil spirit within, fiendish
Javelin of Lightning
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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
Banshee
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Monsters
Basic Rules (2014)
saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the
wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points
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
Monsters
Mythic Odysseys of Theros
Hold the Line. While the hoplite is holding a spear, other creatures provoke an opportunity attack from the hoplite when they move within 5 feet of it. When the hoplite hits a creature with an
opportunity attack using its spear, the creature takes an extra 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Hold the Line","rollDamageType":"piercing"} piercing damage, and the
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.
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
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
components and using Intelligence as the spellcasting ability:
1/day each: contact other plane (as an action, contacting a long-dead spirit), divination, move earth, wall of forceVelomachus can take 3
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
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
, ends the invisibility as a bonus action, or dies.
Mantle Dependent. The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature’s spirit. The mantle has an AC and
Monsters
Candlekeep Mysteries
":"recharge","rollAction":"Lightning Breath"}. Zikzokrishka exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66
, having long ago prepared a dragon’s corpse to house her spirit upon its return to the phylactery.Lair Actions. On initiative count 20 (losing initiative ties) whenever she is in the are V3
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
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
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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
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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






