Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'manner side with only action for for locate'.
Other Suggestions:
master side with only action for for located
master side with only action for for locate
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Locate Creature Level 4 Divination (Bard, Cleric, Druid, Paladin, Ranger, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (fur from a bloodhound)
Duration: Concentration, up to 1
direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or
Move Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand) Duration
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
, foresight, locate creature, mass suggestion, nondetection, power word kill, scrying (cast as 1 action), sequester, telekinesis, teleport
Slarkrethel (p. 224) The second bullet point has changed to “It gains the Legendary Resistance trait and the Spellcasting action option described below, and it casts foresight on itself before it
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.
Arcane Gate Level 6 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 500 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create linked teleportation
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Word of Recall 6th-level conjuration Casting Time: 1 action Range: 5 feet Components: V Duration: Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a
deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Word of Recall 6th-level conjuration Casting Time: 1 action Range: 5 feet Components: V Duration: Instantaneous You and up to five willing creatures within 5 feet of you instantly teleport to a
deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your
spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of
Compendium
- Sources->Dungeons & Dragons->Rrakkma
of red goo on the far side of the chamber from where the adventures must enter. As the gith approach the chamber, the oblex sends a sulfurous impersonation of a human woman dressed in plate mail and
supports the mind flayers’ objectives in their mission to subjugate the gith. Playing the Pillars COMBAT
If the duergar from the other side of the portal are pursuing the adventurers, the elder oblex
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
enclave in the bodies of the caravan’s wedding party, they can locate the vault, secure the orrery component, and leave when the caravan departs at the end of the day. Should be easy, right? With their
mobile headquarters, the characters should have a straightforward time traveling from Phandalin to the mountains northeast of Silverymoon. Or if the players are dying for some action, you can use
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
indicates how many charges you must expend to cast the spell. Spell Charge Cost Animal Friendship 1 Awaken 5 Barkskin 2 Locate Animals or Plants 2 Pass without Trace 2 Speak with Animals 1 Speak
with Plants 3 Wall of Thorns 6 Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for
the duration. The target automatically succeeds if it can’t understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Programmed Illusion 6th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp) Duration: Until dispelled You create an illusion
springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Programmed Illusion Level 6 Illusion (Bard, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (jade dust worth 25+ GP)
Duration: Until dispelled
You create an illusion of an
cause a watchdog to appear and kindly
ask intruders to leave When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. Someone can use an action to smash the pellet against a hard surface
Dust of Dryness Wondrous item, uncommon This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
bottom of the lake to the cavern roof and is attached to the nearby wall by a stone conduit. On one side of the column, steps of moss-covered stone climb from a stone dock to a landing whose stone door
. The door can be opened easily from the west side simply by pulling on the brass knob. The door is much harder to open from the east side. Hungry Door The mossy staircase that climbs up out of the lake
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
deck is used to load the cannon balls on board. A bombard can float and sail on water, but it can’t land safely on the ground (its keel would cause it to roll on its side). Bombard Summary Armor Class
(Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged Weapon Attack: +6
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
water, but it isn’t built to land on the ground (the ventral fins would snap under the weight of the ship during landing, and the keel would cause the ship to roll to one side). Typical weapons on a
ft./30 ft. Speed: fly 40 ft. (4½ mph) Cost: 20,000 gp Ballista (Crew: 3) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load the ballista, 1 action to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
waves, shells, and sea creatures. On either side of the throne sit two massive creatures that are a strange hybrid of both fish and lion. They snarl in unison.
Gar’s power has grown by no small measure
forward that we might speak in a more companionable manner.”
With that, the man gestures with his left hand and the coral in the chamber grows a seat for each of you to perch upon, should you so
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Summon Lesser Demons 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours) Duration: Concentration, up to 1
within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Summon Greater Demon 4th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours) Duration: Concentration, up to 1
you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of
unable to benefit from bonuses to speed. 2 Forward window shutter opens. Forward window shutter closes. 3 Side window shutters open (two per side). Side window shutters close (two per side). 4 Two
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
already have darkvision, its range increases by 30 feet. Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on
. Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wall of Ice Level 6 Evocation (Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a piece of quartz)
Duration: Concentration, up to 10 minutes
You create a wall of ice on a
contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Forcecage 7th-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical
force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
taps into. Or the orrery components possessed by the Six might begin to call to the components held by the characters, as the artifact seeks to be made whole once more. The time necessary to locate
up, you can set up a search involving side treks, which might cover the length and breadth of the Sword Coast as the characters make use of their mobile franchise headquarters. These side trek
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
mountainside. Older silver dragons sometimes decorate their cliff-side habitats with ruins carefully collected from other places in the world. Depending on the dragon, a lair can be a multi-tiered affair, with
any clues as to its original builders. Its walls are hung with velvet tapestries featuring heroic figures performing a variety of glorious acts. Side Chambers. A few small private side chambers allow
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at Strixhaven.
Univocal Speech. When the guide speaks, any creature
target that successfully saves is immune to any guide’s Smile and Wave ability for the next 24 hours.
Bonus Actions
Need Directions? The guide takes the Help action.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
likely to be nearby. They communicate through eerie, keening howls that travel long distances through caves and tunnels but are difficult to identify or locate in a typical echo-filled cavern. Choker
(Recharges after a Short or Long Rest). The choker can take an extra action on its turn.
Boneless. The choker can move through and occupy a space as narrow as 4 inches wide without squeezing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1d20 expended charges daily at dawn. You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
manner contrary to its nature or its instructions.
Combat Ready. The decaton has advantage on initiative rolls.
Disintegration. If the decaton dies, its body disintegrates into dust, leaving
, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: detect magic, dispel magic, mending (as an action)
1/day each: plane shift (self only), protection from evil and good
Julie Dillon
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. On each of your turns, you can try to issue a verbal command to the devil (no action required by
duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. If you possess an individual
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gate Level 9 Conjuration (Cleric, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a diamond worth 5,000+ GP)
Duration: Concentration, up to 1 minute
You
nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
secret door in area E3 blends in with the surrounding wall. As a Search action, a character can make a DC 15 Wisdom (Perception) check to scan that area for a secret door, noticing it on a successful
check. Oggdug knows about the door but doesn’t use it due to its narrowness and the spider den on the other side (see cave D).
Lighting. During the day, natural light provides Dim Light in the cave. At
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
lichen cover the armor. Another pathway opens up at the far side of this area.
When the characters begin exploring the area, two suits of animated armor swing into motion and attack. Each time a suit of
action—it can do nothing else on that turn. After reforming, the animated armor resumes attacking. This continues as long as any character remains in this area. Each time a suit of armor is destroyed






