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Returning 35 results for 'makes smoke with only allies following for level'.
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makes stone with only allies following for level
Spells
Player’s Handbook
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the
spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
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
or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.
This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Spells
Player’s Handbook
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the
spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spells
Player’s Handbook
You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors
5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5
Monsters
Monster Manual
Diabolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack.
Bite. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 18 (3d6
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
a successful DC 14 Wisdom (Insight) check.Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit
Monsters
Monster Manual
ritual consumes.Multiattack. The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Ray of Sickness (level 2 version).
Rend. Melee Attack Roll: +13
the following actions. The dracolich regains all expended uses at the start of each of its turns.
Pounce. The dracolich moves up to half its Speed, and it makes one Rend attack.
Sickening Ray. The
Monsters
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail
Spells
Player’s Handbook
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected
creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.
Monsters
Monster Manual
Multiattack. The spy makes three attacks, using Rapier or Hand Crossbow in any combination.
Rapier. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Rapier"}, reach
", "rollAction":"Hand Crossbow", "rollDamageType":"Poison"} Poison damage.
Smoke Bomb (1/Day). The spy throws a bomb to a point it can see within 30 feet of itself. Constitution Saving Throw: DC 16, each
Magic Items
Dungeon Master’s Guide
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is
Spells
Player’s Handbook
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target
, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.
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
Magic Items
Dungeon Master’s Guide
Quarterstaff.
The level of the spell bound into the staff determines the spell’s saving throw DC and attack bonus, as well as the staff’s rarity, as shown in the following table
Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges
Spells
Player’s Handbook
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall
Spells
Player’s Handbook
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature
creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.
Monsters
Monster Manual
creature it is grapple;grappling or any creature grappling it.
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body
instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes one
Spells
Player’s Handbook
spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
released. The hag can create a new bag after 7 days.Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach
Monsters
Monster Manual
(level 3 version). The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
Magic Items
Dungeon Master’s Guide
When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire
, and an Efreeti appears in an unoccupied space within 30 feet of you.
The first time the bottle is opened, the DM rolls on the following table to determine what happens.
1d10
Effect
1
Magic Items
Dungeon Master’s Guide
throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Magic Items
Dungeon Master’s Guide
you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total
number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).
Spells. While holding the staff, you can cast one of the spells on the following table from it
Magic Items
Dungeon Master’s Guide
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly.
1d100
Monsters
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes two Claw attacks and one Infernal Sting attack.
Claw. Melee
Magic Items
Dungeon Master’s Guide
This rod has the following properties.
Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the
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
Spells
Player’s Handbook
Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
Monsters
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes two Chain attacks and uses Conjure Infernal Chain.
Chain. Melee
Monsters
Monster Manual
(level 3 version) 1/Day: GeasLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
Monsters
Monster Manual
Spike (level 5 version) 1/Day Each: Geas, Modify MemoryLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
Magic Items
Dungeon Master’s Guide
and attack bonus, as well as the armor’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and
Magic Items
Dungeon Master’s Guide
determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation
Monsters
Monster Manual
. The dragon can’t take this action again until the start of its next turn.
Sonic Boom. The dragon uses Spellcasting to cast Shatter (level 3 version). The dragon can’t take this action again until the start of its next turn.
Tail Swipe. The dragon makes one Rend attack.Lightning
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
Monsters
Monster Manual
Multiattack. The cambion makes two attacks, using Claw or Fire Ray in any combination.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"claw"}, reach 5 ft
":"3d6+3", "rollType":"damage", "rollAction":"fire ray", "rollDamageType":"Fire"} Fire damage.
Spellcasting. The cambion casts one of the following spells, requiring no Material components and using
Monsters
Monster Manual
Multiattack. The cultist makes three Pact Axe attacks.
Pact Axe. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Pact Axe"}, reach 5 ft. Hit: 10 (1d12 + 4
", "rollDamageType":"Fire"} Fire damage.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7;{"diceNotation":"1d20+7", "rollType":"to hit






