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Returning 35 results for 'mastery such with only action feet for longer'.
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matter such with only action feet for longer
master such with only action feet for longer
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
stick after the first increases the damage by 1d6 (to a maximum of 10d6) and the effect’s radius by 5 feet (to a maximum of 20 feet).
It takes 1 minute to rig dynamite with a longer fuse so it explodes after a longer period of time, such as 1 minute or 10 minutes.
Equipment
String is 10 feet long. You can tie a knot in it as a Utilize action.
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
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
Equipment
feet from the anchor point, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action.
A Climber’s Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber’s Kit to anchor yourself; when you do, you can’t fall more than 25
Magic Items
Dungeon Master’s Guide
While wearing this cap underwater, you can take a Magic action to create a bubble of air around your head. This bubble allows you to breathe normally underwater. This bubble stays with you until the cap is removed or you are no longer underwater.
Equipment
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Magic Items
Dungeon Master’s Guide
While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.
Secret Message. As a Magic action, you can use the weapon to cast Message
. Once this property is used, it can’t be used again until the next dawn.
Weapons
Name
Damage
Properties
Mastery
Sylvan Talon Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20
Equipment
When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.
Monsters
Monster Manual
swallowed creature no longer has the Restrained condition and can escape from the corpse using 15 feet of movement, exiting Prone.Legendary Action Uses: 3 (4 in Lair). Immediately after another
Grappled by it to a space it can see within 60 feet of itself that isn’t in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination space. Failure: 18 (4d8
Equipment
When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.
Spells
Player’s Handbook
Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed
, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a
Magic Items
Dungeon Master’s Guide
feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it.
As a Magic
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
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.
Monsters
Monster Manual
of the necrohulk can take an action to make a DC 15 Strength (Athletics) check. On a successful check, the target is no longer grafted and moves to an unoccupied space within 5 feet of the necrohulk.
, each creature in a 20-foot-radius Sphere centered on a point the necrohulk can see within 60 feet. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Spore Bomb
Monsters
Monster Manual
behir dies, a swallowed creature is no longer Restrained and can escape from the corpse by using 15 feet of movement, exiting Prone.
", "rollDamageType":"Lightning"} Lightning damage.
Constrict. Strength Saving Throw: DC 18, one Large or smaller creature the behir can see within 5 feet. Failure: 28 (5d8 + 6);{"diceNotation":"5d8+6
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
Equipment
Proficiency with a Light Hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
, you must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Monsters
Monster Manual
within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases
creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if
Equipment
As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on
Equipment
Proficiency with a Scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Magic Items
Dungeon Master’s Guide
This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of
15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15
Equipment
Proficiency with a Sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Equipment
Proficiency with a Pike allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must
have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Equipment
Proficiency with a Heavy Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
, you must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Magic Items
Dungeon Master’s Guide
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself
’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you
ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.
While wearing the cloak in an area of Dim Light or
Spells
Player’s Handbook
Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature
you can see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
Equipment
As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC
. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action.
Each set of
Equipment
Proficiency with a Light Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the
Magic Items
Dungeon Master’s Guide
You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor.
Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing
damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.
Equipment
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
Equipment
A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.
Equipment
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target
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.
Monsters
Monster Manual
’t use Bite, and if the frog dies, the swallowed target is no longer Restrained and can escape from the corpse using 5 feet of movement, exiting with the Prone condition.
At the end of the frog
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll






