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Returning 35 results for 'melee space with only affected falls for long'.
Magic Items
Dungeon Master’s Guide
One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying
Monsters
Monster Manual
behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 10 feet of the behir and has the Prone condition. If the
Multiattack. The behir makes one Bite attack and uses Constrict.
Bite. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 19 (2d12 + 6
Magic Items
Dungeon Master’s Guide
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands
free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Monsters
Monster Manual
Spider Climb. The piercer can climb difficult surfaces, including along ceilings, without needing to make an ability check.Bite. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit
", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Drop. The piercer falls. Dexterity
Magic Items
Dungeon Master’s Guide
tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Equipment
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches
long. It costs 1 gp, and it deals 1d8 piercing damage on a hit. Although it has the thrown weapon property, the yklwa is not well balanced for throwing (range 10/30 ft.).
Spells
Player’s Handbook
still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid&rsquo
;s surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.
Magic Items
Dungeon Master’s Guide
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
Monsters
Monster Manual
, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the worm and has the Prone
.
Bite. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 22 (3d8 + 9);{"diceNotation":"3d8+9", "rollType":"damage", "rollAction":"Bite
Spells
Player’s Handbook
against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.
Spells
Player’s Handbook
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
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.
Casting this spell to revive a
Magic Items
Dungeon Master’s Guide
is used, it can’t be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action
required).
Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a
Spells
Player’s Handbook
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a
target takes 6d10 Force damage.
You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
Spells
Player’s Handbook
Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected
by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
Monsters
Monster Manual
end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the remorhaz and has the Prone condition. If the remorhaz dies, any swallowed creature no longer
":"Heat Aura", "rollDamageType":"Fire"} Fire damage.Bite. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 18 (2d10 + 7);{"diceNotation
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
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
Wall of Thorns
6
Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree
discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff
Spells
Player’s Handbook
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit
appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the
Monsters
Monster Manual
Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the kraken with the Prone condition. If the kraken dies, any
deals double damage to objects and structures.Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
Tentacle. Melee Attack Roll: +17;{"diceNotation":"1d20+17
Magic Items
Dungeon Master’s Guide
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
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
to prove they’re worthy to wield it.
Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Spells
Player’s Handbook
neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs
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.
Spells
Player’s Handbook
You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one
melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns
Magic Items
Dungeon Master’s Guide
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can
hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelin;Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Rend
", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 13, each creature that isn’t currently affected by this breath in a 15-foot Cone. Failure
Spells
Player’s Handbook
You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or
a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.
Any creature in the wall’s space makes a
Magic Items
Dungeon Master’s Guide
) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.
In certain forms, the weapon has the following additional properties
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Spells
Player’s Handbook
Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you
unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied
Magic Items
Dungeon Master’s Guide
long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons
attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual
Spells
Player’s Handbook
You touch up to four nonmagical Arrows or Crossbow Bolts;Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can’t be physically uprooted, and whenever a
creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a
Spells
Player’s Handbook
space of your choice up to 60 feet away from itself.
Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell’s level.
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed
Magic Items
Dungeon Master’s Guide
While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself
. 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
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
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
Monsters
Monster Manual
Points or when the arcanaloth dies. If the tome is destroyed, the arcanaloth can create a new one when it finishes a Short or Long Rest.Multiattack. The arcanaloth makes three Fiendish Burst attacks
. It can replace one attack with a Banishing Claw attack.
Banishing Claw (Requires Soul Tome). Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Banishing Claw"}, reach






