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Returning 35 results for 'mechanical speech with only along from for long'.
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mechanical speed with only among from for long
mechanical speed with only along from for long
mechanical speech with only among from for long
mechanical speed with only aloof from for long
mechanical speed with only alone from for long
Spells
Player’s Handbook
moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).
For the duration, as long as you are on the same plane of existence as the
destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
Spells
Player’s Handbook
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
Feats
Player’s Handbook
Performance. When you finish a Short or Long Rest, you can give an inspiring performance: a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet
Magic Items
Dungeon Master’s Guide
, foul rites that allow one to transform into a death knight or lich, or long-lost spells crafted by beings so evil their names ought never to be spoken aloud.
Vile Speech. While the book is on your
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
Spells
Player’s Handbook
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a
Magic Items
Dungeon Master’s Guide
rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.
The
rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Spells
Player’s Handbook
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
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
Spells
Player’s Handbook
can see. Failure: The target has the Frightened condition until the end of your next turn.
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied
), 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
Magic Items
Dungeon Master’s Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
Monsters
Forgotten Realms: Adventures in Faerûn
Spider Climb (Hybrid or Spider Form Only). The aranea can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The aranea ignores movement
their foes long enough to skitter to safety.
Roll or choose a result from the Aranea Crafts table as inspiration for an aranea’s crafting talent.
Aranea Crafts
1d6
The Aranea Is
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 of an even older version of himself. One of Manshoon’s enemies, Halaster Blackcloak, removed Manshoon’s left arm at the elbow. Manshoon now uses a mechanical prosthetic arm
Stone Shape
Legacy
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Spells
Basic Rules (2014)
large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut
. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Dimension Door
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
You can bring along objects as long as their weight doesn't
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.Bite
prey. A gazer might follow the folk in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can’t
Monsters
The Wild Beyond the Witchlight
start of her turn.
Witchcraft. Iggwilv uses Spellcasting or Fey Step.
Dark Speech (Costs 2 Actions). Iggwilv utters a phrase in a forbidden language and targets one or two creatures she can see within
60 feet of her. Each target must succeed on a DC 22 Wisdom saving throw or take 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Dark Speech","rollDamageType":"psychic"} psychic
Monsters
Spelljammer: Adventures in Space
);{"diceNotation":"4d10","rollType":"damage","rollAction":"Forced Teleport","rollDamageType":"force"} force damage, and the zodar teleports it, along with any equipment it’s wearing or carrying
exist or where they came from, but the most popular hypothesis is that they are the creations of some long-forgotten god. Zodars interact with other sapient creatures in a manner that goes beyond mere
Find the Path
Legacy
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Spells
Basic Rules (2014)
plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.
For the duration, as long as you are on
the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way
True Polymorph
Legacy
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Spells
Basic Rules (2014)
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 size is no larger than
before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s
Monsters
Quests from the Infinite Staircase
worker robots fill public-facing service roles. Antigravity technology and built-in tractor beams allow worker robots to effortlessly lift cargo and other heavy objects with their mechanical tentacles
specialized for its role. Robots are programmed with intelligence, understanding, and usually loyalty to their creators. Despite that, long-operating robots sometimes develop their own personalities and ideas
Polymorph
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points
speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Wind Wall
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
Rope of Climbing
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
carrying.
If you tell the rope to knot, large knots appear at 1- foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The
rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Duergar
Legacy
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Monsters
Basic Rules (2014)
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in
size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks
Monsters
The Wild Beyond the Witchlight
.
Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Club. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType
", "rollAction":"Sling", "rollDamageType":"bludgeoning"} bludgeoning damage.Harengon brigands are usually encountered in small bands lurking along trails and roadways, where they can easily spot and
Gazer Familiar
Legacy
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Monsters
Volo's Guide to Monsters
Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A
its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
Tsunami
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.When the wall
your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves
Magic Items
Tyranny of Dragons
A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made
attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6).
Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the
telepathic bond.
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight
Monsters
The Wild Beyond the Witchlight
Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType
with these weapons. In addition, they can attack a target as far away as their weapons’ maximum range without needing to apply the usual penalty for attacking at long range. After a sniper makes
Bard
Legacy
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Classes
Basic Rules (2014)
Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song
of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation
Monsters
Out of the Abyss
Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute
, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Stomping Foot", "rollDamageType":"bludgeoning"} to a prone target.
Flame Jet. The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must
will: mage hand, minor illusion
1/day: stinking cloudDuergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities.
Duergar
Duergar are
Monsters
Fizban's Treasury of Dragons
sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to
insignificant they are.
5
I attack anyone I notice taking from the sea’s bounty without offering something in return.
6
I think of sailors’ songs as their “water speech&rdquo
Duergar Stone Guard
Legacy
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Monsters
Out of the Abyss
","rollType":"damage","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage while enlarged.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size
, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and






