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Returning 35 results for 'makes sense with only action from for like'.
Spells
Player’s Handbook
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet
the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.
As a Magic action
Monsters
Monster Manual
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn’t itself
magical.Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles.
Pincer. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"pincer"}, reach 10 ft. Hit: 9
Equipment
As an action, you can light a Bomb and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Spells
Player’s Handbook
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or
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
Monsters
Monster Manual
Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through.
Treasure Sense. The xorn can pinpoint the
location of precious metals and stones within 60 feet of itself.Multiattack. The xorn makes one Bite attack and three Claw attacks.
Bite. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
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.
Equipment
As an action, you can either throw a grenade at a point up to 60 feet away or use a Grenade Launcher to propel the grenade to a point up to 1,000 feet away. The grenade explodes at that point
, creating a particular effect in a 20-foot-radius Sphere. Each creature in the Sphere makes a DC 15 Dexterity saving throw, taking 17 (5d6) Piercing damage on a failed save or half as much damage on a successful one.
Magic Items
Dungeon Master’s Guide
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature
you can see within 60 feet of yourself. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its
distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand
Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
can be activated again.
The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could
Spells
Player’s Handbook
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
that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a
Spells
Player’s Handbook
a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the
sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
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.
Species
Player’s Handbook
;luck of the halflings” in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling’s behalf. Many halflings believe in the power of luck, and they
).
Halfling communities come in all varieties. For every sequestered shire tucked away in an unspoiled part of the world, there’s a crime syndicate like the Boromar Clan in the Eberron setting or a
Spells
Player’s Handbook
looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can see through the illusion’s eyes and hear through its ears as if you
were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the
Magic Items
Dungeon Master’s Guide
This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation
originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.
Magic Items
Dungeon Master’s Guide
.
The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on
an even number) or tails (on an odd number). The roll also determines the effect:
Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a
Spells
Player’s Handbook
or ends it turn there. A creature makes that save only once per turn.
A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.
area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area
Magic Items
Dungeon Master’s Guide
on Initiative rolls.
Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic
still seek to work Vecna’s will in the world.
The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn
Magic Items
Dungeon Master’s Guide
bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when
someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15
Equipment
An an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity
Spells
Player’s Handbook
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus
Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Magic Items
Dungeon Master’s Guide
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.
This potion’s container seems to hold fog that moves and pours like water.
Spells
Player’s Handbook
Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the
.
5
Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.
6
Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end
Magic Items
Dungeon Master’s Guide
After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw, taking 4d6 Fire damage on a failed save
Monsters
Monster Manual
telepathy.Multiattack. The sahuagin makes three Trident attacks.
Trident. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Trident"}, reach 5 ft. or range 20/60 ft. Hit: 13
Invisible condition, its Speed decreases by 10 feet, and all Fiends within 120 feet of the target can sense its location regardless of interposing obstacles.Acid, Cold
Magic Items
Dungeon Master’s Guide
take a Magic 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 Line makes a DC 17 Dexterity saving throw
is used, it can’t be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action
Magic Items
Dungeon Master’s Guide
following spells from it:
Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground
throws and can sense the location of any Invisible creature that is also in the Bright Light.
The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic
Magic Items
Dungeon Master’s Guide
This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which
floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter
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
action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
Magic Items
Dungeon Master’s Guide
can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
Spells
Player’s Handbook
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can take a Study action to try
to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Spells
Player’s Handbook
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes






