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Returning 35 results for 'make start with only across first for like'.
Spells
Player’s Handbook
the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next
turn. Webs layered over a flat surface have a depth of 5 feet.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the
Magic Items
Dungeon Master’s Guide
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s
bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
Magic Items
Dungeon Master’s Guide
These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
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.
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
. The dragon regains all expended uses at the start of each of its turns.
Freezing Burst. Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the dragon can see
Spells
Player’s Handbook
successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like
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
Equipment
As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC
15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.
Spells
Player’s Handbook
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cube;Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each
creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
. The dragon regains all expended uses at the start of each of its turns.
Freezing Burst. Constitution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see
Spells
Player’s Handbook
within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like
, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If
Spells
Player’s Handbook
You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage
Spells
Player’s Handbook
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some
other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures
Spells
Player’s Handbook
sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.
You can send the message across any distance and even to other
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
Magic Items
Dungeon Master’s Guide
you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its
Spells
Player’s Handbook
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some
other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra
Spells
Player’s Handbook
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity
Attack;Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra
Equipment
Ability: IntelligenceUtilize: Identify a substance (DC 15), or start a fire (DC 15)Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume
If you have proficiency with a tool, add your
Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
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
Spells
Player’s Handbook
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until
the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Spells
Player’s Handbook
but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this
spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.
At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must
Spells
Player’s Handbook
When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the
ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.
Spells
Player’s Handbook
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
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
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
feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Monsters
Monster Manual
", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage. Creatures and flammable objects in the Emanation start burning.
Fire Form. The elemental can move through a space as narrow as 1 inch without
expending extra movement to do so, and it can enter a creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10);{"diceNotation
Equipment
Proficiency with a Flail 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
have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Equipment
Proficiency with a Longsword 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 have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Monsters
Monster Manual
the cube enters for the first time during this move. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Engulf", "rollDamageType":"Acid"} Acid damage, and the target is engulfed
", "rollAction":"Engulf", "rollDamageType":"Acid"} Acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by
Equipment
Proficiency with a Mace 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
have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Equipment
Proficiency with a War Pick 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 have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.






