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Returning 35 results for 'manner sound with only above feet for live'.
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Equipment
When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.
Equipment
When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.
Magic Items
Dungeon Master’s Guide
, the size of the Emanation increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
Magic Items
Dungeon Master’s Guide
This wand has 3 charges. While holding it, you can take a Magic action to expend 1 charge and create orchestral music by waving it around. The music can be heard out to 120 feet and ends when you
stop waving the wand.
Regaining Charges. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, a sad tuba sound plays as the wand crumbles into dust and is destroyed.
Magic Items
Dungeon Master’s Guide
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell’s customary knocking sound is replaced by the clear
, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.
Backgrounds
Player’s Handbook
, Navigator's Tools, Rope, Traveler's Clothes, 20 GP; or (B) 50 GP
You lived as a seafarer, wind at your back and decks swaying beneath your feet. You’ve perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.
Spells
Player’s Handbook
Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Spells
Player’s Handbook
produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
Spells
Player’s Handbook
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of
in the area.
Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.
Silence. No sound can emanate from within the area, and no sound can
Species
Player’s Handbook
live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.
Halfling Traits
Creature Type: HumanoidSize: Small (about 2–3 feet tall)Speed: 30 feet
territorial mob of halflings like those in the Dark Sun setting.
Halflings who prefer to live underground are sometimes called strongheart halflings or stouts. Nomadic halflings, as well as those who
Spells
Player’s Handbook
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 lower the area
affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for
Species
Player’s Handbook
to bring light, healing, and heavenly fury.
Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their
aasimar learns to reveal their full celestial nature.
Aasimar Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Spells
Player’s Handbook
occurs, the 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 which the illusion
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
Species
Player’s Handbook
big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.
Gnome Traits
Creature Type: HumanoidSize: Small (about 3–4 feet tall)Speed: 30 feet
Spells
Player’s Handbook
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
Spells
Player’s Handbook
other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a
creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Species
Player’s Handbook
, including worlds in the Material Plane.
Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need
the Kagonesti and the Tairnadal are wood elves of the Dragonlance and Eberron settings, respectively.
Elf Traits
Creature Type: HumanoidSize: Medium (about 5–6 feet tall)Speed: 30 feet
Monsters
Journeys through the Radiant Citadel
misses the wynling with an attack roll, the wynling can move up to 30 feet. This movement doesn’t provoke opportunity attack;opportunity attacks.Playful and mischievous, wynlings defend
protected by wynlings with stories of vanishing equipment and curious eyes staring from the shadows.
Wynlings typically live on the mountains they protect, but they often venture into nearby settlements
Horn of Silent Alarm
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Xanathar's Guide to Everything
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fear Aura. Any Beast or Humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn
on a success.Meenlocks are Fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. These bipeds have the heads and claws of crustaceans, and they primarily live in
Monsters
Van Richten’s Guide to Ravenloft
, the target’s speed is reduced by 10 feet, and it must roll a 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Silver Needle"} and subtract the number rolled from each ability check or
attack roll it makes.
Soul Swap. The carrionette targets a creature it can see within 15 feet of it that is cursed by its Silver Needle. Unless the target is protected by a protection from evil and good
Instrument of Illusions
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Xanathar's Guide to Everything
feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
Wand of Conducting
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Xanathar's Guide to Everything
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends
when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Monsters
Acquisitions Incorporated
feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.A cluster of four suckered tentacles
quadrapod ambulates by flinging its mucus-covered tentacles out and dragging itself along, creating a horrid slurping sound as it advances relentlessly toward its prey.
Monsters
Bigby Presents: Glory of the Giants
is pulled 10 feet straight toward the gigant.
Scale Dust (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Scale Dust"}. The gigant releases magical dust from its wings in a
usually folded under its carapace, but the speedy flier can also beat its wings to create a horrible sound or to spread a toxic dust.Drone. The gigant produces a horrid droning sound by rapidly beating its
Magic Items
Acquisitions Incorporated
playback of a particular recording is an action.
Things Recorded in Your Whisper Jar
D8
RECORDING
1
A live recording of the only performance of the mostly forgotten stage play
The entire family tree of every royal line, extant or lost, in Faerûn
7
A moment-by-moment review of your favorite Jim Darkmagic stage performance
8
The sound of raucous applause
Monsters
Fizban's Treasury of Dragons
chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.Dragon chosen are mighty warriors who offer their bodies as vessels for a
foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon’s reward, and they dream of a world where dragons can live among them as their rulers.
Monsters
Dragons of Stormwreck Isle
with one another while they are within 30 feet of each other. The effect lasts for 1 hour.Myconids are intelligent, mobile fungi that live in caves, seek enlightenment, and dislike violence.
Myconid
Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack
Magic Items
Tales from the Yawning Portal
Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak and understand Giant and Common, and it can communicate telepathically
with its wielder.
Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes
Monsters
The Book of Many Things
Axiomatic Mind. The drone can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the drone dies, its body disintegrates into dust, leaving behind
":"Shortbow","rollDamageType":"piercing"} piercing damage.
Detention Orb. The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a
Monsters
Fizban's Treasury of Dragons
up to 10 feet away from the speaker.
Spellcasting. The speaker casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
At will: dancing lights
1/day each
: calm emotions, charm person, command, comprehend languagesDisarming Words (3/Day). When a creature the speaker can see within 60 feet of it makes a damage roll, the speaker can roll a d6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.Geryon can take 3 legendary actions, choosing from the options below. Only one legendary
can see within 60 feet of him. The target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn.
Teleport. Geryon uses Teleport.
Swift Sting
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Terrifying Howl (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Terrifying Howl"}. The shadow mastiff howls. Any Beast or Humanoid within 300 feet of it must succeed on a DC 11 Wisdom
smartest one of the group. The sound of an alpha’s howl strikes terror into those who hear it and is a sure sign that a pack is on the prowl.
Shadow Mastiffs
Shadow mastiffs—hounds of the
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Gadget"}. The inventor produces a gadget that emits a screeching wave of sound in a 30-foot cone originating from the inventor. Each creature in that area must make a DC 14 Constitution saving throw
one.Flash Powder. If the inventor is damaged by a creature it can see within 15 feet of itself, the inventor retaliates by flinging brilliantly explosive powder at the creature. The creature must succeed
Monsters
Icewind Dale: Rime of the Frostmaiden
Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.Spear. Melee or
used with two hands to make a melee attack.Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.






