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Returning 35 results for 'master score with only allies focus for long'.
Magic Items
Keys from the Golden Vault
This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.
Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1
bonus to your spell attack rolls.
Enhanced Strength. Your Strength score increases by 4 while the shard is on your person. The shard can’t raise your Strength score above 22.
Curse. Attuning to
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
Magic Items
Dungeon Master’s Guide
This amulet is fashioned from a shard of resilient material originating from an otherworldly realm. While you are wearing it, you gain the following benefits.
Spellcasting Focus. You can use the
amulet as a Spellcasting Focus for your Warlock spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Warlock spell list and have
Magic Items
Dungeon Master’s Guide
. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points.
While summoned, the djinni is Friendly to you and your allies, and it obeys your commands
Magic Items
Dungeon Master’s Guide
This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.
Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard
Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.
Monsters
Monster Manual
Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
condition.
Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet.Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar.
Rend. Melee
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
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
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
finish a Long Rest before using this trait to cast that spell again.
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with
Magic Items
Dungeon Master’s Guide
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Magic Items
Dungeon Master’s Guide
This Tiny pot bears relief scenes of heroes on its cast-iron sides.
You can use the cauldron as a Spellcasting Focus for your spells, and it functions as a suitable component for the Scrying spell
.
Brew Potion. When you finish a Long Rest, you can use the cauldron to create a Potion of Healing (greater), which takes 1 minute. The potion lasts for 24 hours, then loses its magic if not consumed
Monsters
Monster Manual
Influence action.
Meddlesome Magic. Whenever a creature other than the hag or its allies finishes a Long Rest while within 1 mile of the lair, the next time that creature casts a spell using a spell slot
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
Magic Items
Dungeon Master’s Guide
the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
the devil’s allies and followers a few times before being able to confront the devil.
In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or
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
Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Monsters
Monster Manual
presence, creating the following effects:
Enervating Domain. Whenever a creature other than the demilich or one of its allies finishes a Long Rest within 1 mile of the lair, the creature must succeed on a
finishes a Long Rest outside that area.
Travel Ward. Creatures can’t use teleportation or planar travel to enter or exit the lair.
If the demilich dies or moves its lair elsewhere, these effects end immediately.Necrotic, Poison, PsychicBludgeoning, Piercing, Slashing
Spells
Player’s Handbook
kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies
on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s
Magic Items
Dungeon Master’s Guide
Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
Magic Items
Dungeon Master’s Guide
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
Spells
Player’s Handbook
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed
Monsters
Monster Manual
. The area within 1 mile of the lair is Lightly Obscured by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15
Magic Items
Dungeon Master’s Guide
Hammer. With these tools, he forged the Axe of the Dwarvish Lords.
Armed with the Artifact, the prince brought peace to the dwarf clans, ending grudges and answering slights. The clans became allies
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
Magic Items
Dungeon Master’s Guide
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Spells
Player’s Handbook
cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3
Monsters
Waterdeep: Dragon Heist
","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Within the Waterdeep division of the Black Network, Davil is accorded the title of Master of Opportunities and Negotiations because he's
good at sniffing out lucrative business deals, and he makes friends easily.
Like many sun elves, Davil has an affinity for magic and is gifted with the kind of patience that comes with a long life span
Monsters
Waterdeep: Dungeon of the Mad Mage
":"2d6+2","rollType":"damage","rollAction":"Strength Drain","rollDamageType":"necrotic"} necrotic damage, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll
","rollAction":"Strength Drain"}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Monsters
Strixhaven: A Curriculum of Chaos
restoration, mass cure wounds, pass without trace, plant growth, revivify
Summon Nature’s Avatar (Recharges after a Short or Long Rest). The professor magically summons a Groff. The groff
traditional material components. In battle, they flood their allies with vital essence, healing wounds and soothing ailments. Their foes face the wrath of nature itself, from grasping plants and
Monsters
The Wild Beyond the Witchlight
, and the target's Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target falls unconscious if this reduces its Strength to 0. Otherwise
, the reduction lasts until the target finishes a short or long rest.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Monsters
Mordenkainen Presents: Monsters of the Multiverse
be revived except by a wish spell.
Unusual Nature. The nightwalker doesn’t require air, food, drink, or sleep.Multiattack. The nightwalker makes two Enervating Focus attacks, one of which can be
replaced by Finger of Doom, if available.
Enervating Focus. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Enervating Focus"} to hit, reach 15 ft., one target
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated
requires them not to fawn over their master at all times. They also understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became
Monsters
Quests from the Infinite Staircase
Pack Tactics. The vegepygmy has advantage on attack rolls against a creature if at least one of the vegepygmy’s allies is within 5 feet of the creature and the ally doesn’t have the
their master’s orders to hunt prey with deadly ferocity.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by
Monsters
Waterdeep: Dungeon of the Mad Mage
damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"necrotic"} necrotic damage. Unless the target is immune to necrotic damage, the target’s Strength score is reduced by
1d4;{"diceNotation":"1d4","rollType":"roll"} each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest
Monsters
Spelljammer: Adventures in Space
","rollAction":"Pseudopod"} to hit (with advantage if the plasmoid has one or more allies within 10 feet of itself), reach 10 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage
boss around smaller, weaker creatures can easily end up in positions of power, surrounded by loyal underlings, sycophants, and would-be usurpers. A plasmoid boss might be the master of a guild, the
Magic Items
Tasha’s Cauldron of Everything
it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing
the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.
Monsters
Baldur’s Gate: Descent into Avernus
. Crokek'toeck's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.Bite. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Bite
"} to hit, reach 15 ft., one target. Hit: 44 (10d6 + 9);{"diceNotation":"10d6+9","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Disgorge Allies (Recharge 6






