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Returning 35 results for 'mdash summons with only are from for long'.
Spells
Player’s Handbook
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Equipment
The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are
strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (100 gp) — few though ever have the opportunity to purchase
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
. Response—Constitution Saving Throw: DC 14, each creature of the sahuagin’s choice in a 5-foot Emanation originating from the sahuagin. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType
":"damage", "rollAction":"Fiendish Blood", "rollDamageType":"Acid"} Acid damage, and the target is cursed until it finishes a Short or Long Rest. While cursed, the target can’t benefit from the
Magic Items
Dungeon Master’s Guide
1d100 (13-Card Deck)
1d100 (22-Card Deck)
Card
—
01–05
Balance
—
06–10
Comet
—
11–14
Donjon
01–08
15–18
Euryale
—
19–23
Fates
09–16
24–27
Flames
—
28–31
Fool
—
32–36
Gem
17–24
37–41
Jester
25–32
42–46
Spells
Player’s Handbook
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by
another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver
Backgrounds
Player’s Handbook
odd jobs and services in exchange for access to their libraries. You whiled away many a long evening studying books and scrolls, learning the lore of the multiverse—even the rudiments of magic—and your mind yearns for more.
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Each arch-hag creates a magical home, such as a hidden demiplane, a mansion atop a storm cloud or—in the case of the arch-hag Baba Yaga—a hut atop giant chicken legs. The interiors of these
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
successful save, the Fiend can’t try to possess you again for 7 days (but another Fiend trapped in the book can certainly try).
When the tome is discovered, it has 1d4 Fiends occupying its pages&mdash
Magic Items
Dungeon Master’s Guide
skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well
Monsters
Lorwyn: First Light
", "rollAction":"Wild Magic Cataclysm"} to determine damage type: 1—Acid;{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Wild Magic Cataclysm","rollDamageType":"Acid"}; 2—Fire
;{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Wild Magic Cataclysm","rollDamageType":"Fire"}; 3—Lightning;{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Wild Magic Cataclysm
Monsters
Stranger Things: Welcome to the Hellfire Club
Breath"}. Dexterity Saving Throw: DC 13, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType
writhing tails, monstrous wings, and two hideous heads. Initially, each bulbous head appears featureless—a disturbing, preternatural bud yet to bloom. When threatened, however, each unfurls to reveal
Backgrounds
Eberron: Forge of the Artificer
influence House Sivis has had on the shape of the modern age—just as few know how often a royal adviser holds more power than the actual ruler. While the other dragonmarked houses fight for fame and
recognition, House Sivis plays a long game of subtle influence behind the scenes, keeping order amid the chaos of unending intrigue.
Species
Lorwyn: First Light
as culturally from their Shadowmoor counterparts.
In Lorwyn
The horns of Lorwyn elves are stubby like a goat’s or curved like a ram’s, but always ridged. Their pointed ears are long and
are long, wavy, and covered with a rough, thorny texture. Their pointed ears are usually longer than those of their Lorwyn counterparts.
Like Lorwyn elves, Shadowmoor elves protect beauty, though a
Monsters
Forgotten Realms: Adventures in Faerûn
;ve outlived their usefulness. Manshoon doesn’t care who suffers so long he’s able to crush his many enemies and force his subjects into paranoid and eager obedience.
History
The
knowledge and personal secrets. The Zhentarim wouldn’t have become the organization it is today—one where treachery and subterfuge are the order of the day—without Manshoon’s
Monsters
Forgotten Realms: Adventures in Faerûn
inches long, it re-forms from that piece of chardalyn in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Next of the Seven"} days, regaining all its Hit Points. The new body appears in the
direct action when an oblique or hidden action will suffice. Its plans always contain fallbacks and contingencies. One of these contingencies—one the other liches who constitute its new form failed
Monsters
Astarion's Book of Hungers
don’t live for long and are inattentive while sleeping or simpering. Monstrous servants are often too unpredictable or simply unreliable. To keep their lairs safe, some vampires create more
tried to play fetch with one of ours. It didn’t go well.
—Astarion on Vampire Wardens
Necrotic
Backgrounds
Forgotten Realms: Heroes of Faerûn
desert are anathema to spellcasters and monsters that rely on magic—which is exactly why you made your life there. Perhaps you’re on the run from Red Wizards, or you ran afoul of a
powerful djinni in Calimshan. Whatever the case, you decided that living in Anauroch was your best option. After long months or years, you’re stronger, wiser, and armed with hard-earned knowledge of desert medicine and wasteland survival.
Monsters
Astarion's Book of Hungers
course it is.
—Astarion on Vampire Infernalists
Vampire Infernalist Lairs
Vampire infernalists lurk in gloomy libraries or ritual chambers, far from the sun’s light. The region
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a
great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those
Classes
Van Richten’s Guide to Ravenloft
Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions— and bring their subjects to life. Using occult trappings, these bards conjure
spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control.
Monsters
Princes of the Apocalypse
, thunderwave
2nd level (3 slots): flame blade, spike growth
3rd level (3 slots): dispel magic, stinking cloud
4th level (2 slots): blight, wall of fire
Summon Mephits (Recharges after a Long Rest). By
puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephit;smoke mephits. +1 Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation
Classes
Van Richten’s Guide to Ravenloft
Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions— and bring their subjects to life. Using occult trappings, these bards conjure
spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control.
Magic Items
Storm King's Thunder
any way. Once you use this property, you can’t use it again until you finish a short or long rest.
Shield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or
This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the
Magic Items
Acquisitions Incorporated
Also at rank 3, Head Office provides you with a travel alchemical kit—an uncommon magic item containing miniaturized versions of both Alchemist's Supplies;alchemist's supplies and a Poisoner's
kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check.
Magic Items
Storm King's Thunder
’t use it again until you finish a short or long rest.
Gift of Wind. You can transfer the pennant’s magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak &mdash
This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the
Monsters
Bigby Presents: Glory of the Giants
, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a frost rune on an object in its possession when it finishes a short or long
until the end of its next turn. On a successful save, the target’s speed is reduced by 10 feet until the end of its next turn.
Ice Wolves (Requires Frost Rune). The giant magically summons 1d4
Monsters
Storm King's Thunder
Possession (Recharges after a Short or Long Rest). The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At
, hold person, protection from energy, sending
Summon Earth Elemental (1/Day). The yakfolk summons an earth elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner
Magic Items
Storm King's Thunder
a short or long rest.
Gift of Frost. You can transfer the shard’s magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The
This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it’s on your person
Find Steed
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on
dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile
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
’s curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as
Monsters
Mythic Odysseys of Theros
: cone of cold
1/day each: fog cloud, gust of wind, wind wall
Summon Water Weird (Recharges after a Short or Long Rest). As a bonus action, the triton magically summons 1d4;{"diceNotation":"1d4
offerings to Thassa might defuse the tritons’ ire—that is, if they survive the deadly winds and waves that typically herald these sea guardians’ appearance.
Clever, far-ranging people
Monsters
Mordenkainen Presents: Monsters of the Multiverse
than a blurry streak of color. Only when it stops running do its small, slender form and cold, cruel eyes become apparent.
Quicklings owe their existence—and their plight—to the Queen of
Air and Darkness, the dread ruler of the Gloaming Court. Once lazy, egotistical folk, the creatures that would become the quicklings were late in answering the queen’s summons one time too many
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
condition until the start of the sewer king’s next turn.
Summon Swarm (1/Day). The sewer king chitters and summons a swarm of rats to its aid. The swarm appears in an unoccupied space within 30 feet of
; whispered the monstrous rat. ‘You have but one choice to make: Will you fall with it?’”
—Song of the Vermin
LORD SKITTER OF EDGEWALL
Lord Skitter is a sewer king who






