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Returning 35 results for 'merchant simple with only action from for live'.
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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.
Magic Items
Dungeon Master’s Guide
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a Simple or Martial weapon as a Spellcasting Focus for your spells. For this property to work, you must attach the ruby to the
weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as a Magic action, the weapon is destroyed, or your Attunement to the ruby ends.
Spells
Player’s Handbook
This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the
ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can
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
territorial mob of halflings like those in the Dark Sun setting.
Halflings who prefer to live underground are sometimes called strongheart halflings or stouts. Nomadic halflings, as well as those who
Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and
Valhalla (Silver);Silver
2
None
41–75
Horn of Valhalla (Brass);Brass
3
Proficiency with all Simple weapons
76–90
Horn of Valhalla (Bronze);Bronze
4
Training with all
Classes
Player’s Handbook
Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light
Proficiency Bonus
Class Features
Second Wind
Weapon Mastery
1
+2
Fighting Style, Second Wind, Weapon Mastery
2
3
2
+2
Action Surge (one use), Tactical Mind
2
3
3
+2
Spells
Player’s Handbook
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one
up to 30 feet in any direction within the spell’s range.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Classes
Player’s Handbook
, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth
Weapon Proficiencies
Simple weapons and Martial weapons that have the Finesse or
1d6
2
+2
Cunning Action
1d6
3
+2
Rogue Subclass, Steady Aim
2d6
4
+2
Ability Score Improvement
2d6
5
+3
Cunning Strike, Uncanny Dodge
3d6
6
+3
Expertise
3d6
Magic Items
Dungeon Master’s Guide
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
;t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Bird (Rare). You can take a Magic action to toss the token 5 feet into
Spells
Player’s Handbook
Unconscious condition and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must
agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your
Classes
Player’s Handbook
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
Monsters
Mythic Odysseys of Theros
composition and craftsmanship. However, selling a Returned mask isn’t a simple matter of cashing it in for coin. Most people on Theros know the tales of the Returned and want nothing to do with
such cursed relics or with those who try to traffic in them. Finding an unscrupulous merchant willing to trade for Returned masks is rare, as the items are effectively another sapient being’s face
Monsters
Mythic Odysseys of Theros
easily manipulated into serving their more forceful brethren. Having purpose forced upon them, these Returned perform simple, artless tasks with middling efficiency. Their one virtue is their
composition and craftsmanship. However, selling a Returned mask isn’t a simple matter of cashing it in for coin. Most people on Theros know the tales of the Returned and want nothing to do with
Monsters
Tomb of Annihilation
would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.Shago is a Chultan and the only son of Zhanthi, one of Port Nyanzaru's merchant princes. He works out of Fort
having a great fear of being turned into a zombie or ghoul.
Despite his fears, Shago knows that the undead must be defeated. This is why he works with the Flaming Fist; the merchant princes bemoan the
Monsters
Mythic Odysseys of Theros
approximately 100 gp, based on its composition and craftsmanship. However, selling a Returned mask isn’t a simple matter of cashing it in for coin. Most people on Theros know the tales of the
Returned and want nothing to do with such cursed relics or with those who try to traffic in them. Finding an unscrupulous merchant willing to trade for Returned masks is rare, as the items are
Soldier
Legacy
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Backgrounds
Basic Rules (2014)
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.
Skill Proficiencies: Athletics
organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or
Monsters
Mordenkainen's Fiendish Folio Volume 1
treasure or start a new hoard—by any means possible.
Beleaguered Moguls. Though they live as ruthless raiders, fog giants remain tasteful and refined in their desires. They remember their former
wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the
Equipment
A rain catcher is a simple contraption consisting of a 5-foot-square leather tarp and a wooden frame with legs. When the tarp is stretched across the wooden frame, it forms a basin that can catch 2
gallons of drinking water per inch of rainfall and hold up to 8 gallons. The tarp and wooden frame fold up for easy transport. A rain catcher costs 1 gp and weighs 5 pounds.
Merchant prince Ekene-Afa controls the sale of rain catchers in Port Nyanzaru.
Monsters
Dragon of Icespire Peak
Helpful. The expert can take the Help action as a bonus action.
Tools. The expert has thieves’ tools and a musical instrument.Shortsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
with any armor, weapons, and tools included in its stat block. In addition, experts are proficient with simple weapons, rapiers, shortswords, and light armor.
Monsters
Icewind Dale: Rime of the Frostmaiden
Escape. The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
Snowshoe hares are gentle herbivores that live in burrows throughout Icewind Dale. They have shorter ears than other hares and are acclimated to cold weather. Chimeric hares have feathered wings.
Monsters
Icewind Dale: Rime of the Frostmaiden
Escape. The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
Snowshoe hares are gentle herbivores that live in burrows throughout Icewind Dale. They have shorter ears than other hares and are acclimated to cold weather.
Monsters
Mythic Odysseys of Theros
. However, selling a Returned mask isn’t a simple matter of cashing it in for coin. Most people on Theros know the tales of the Returned and want nothing to do with such cursed relics or with those
who try to traffic in them. Finding an unscrupulous merchant willing to trade for Returned masks is rare, as the items are effectively another sapient being’s face. Convincing a merchant to buy
Monsters
Mordenkainen's Fiendish Folio Volume 1
only to replicate in others the emotions that created them.
Nettlesome Pranksters. Mites prefer to live underground, seeking out dungeons and cave warrens where they dig a network of hidden burrows
threatened with direct violence, content to otherwise take joy in watching mundane or simple tasks become frustrating, painful experiences.
Fey Influence. When mites are about, creatures become
Magic Items
The Book of Many Things
This burnished copper breastplate looks as if it were made of interlocking gears. Merchant’s scales are emblazoned across the chest.
The armor has 4 charges. You can use the charges in the
reaction to prevent the roll from being affected by advantage or disadvantage.
Expunge Imbalance. As a bonus action, you can expend 2 charges to cast the Lesser Restoration spell from the armor.
The armor regains 1d4 expended charges daily at dawn.
Gazer Familiar
Legacy
This doesn't reflect the latest rules and lore.
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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
can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
Spells
Xanathar's Guide to Everything
any of these remain when the spell ends, they are lost.
You have advantage on attack rolls that you make with simple and martial weapons.
When you hit a target with a weapon attack, that target
takes an extra 2d12 force damage.
You have proficiency with all armor, shields, simple weapons, and martial weapons.
You have proficiency in Strength and Constitution saving throws.
You can attack
Dominate Monster
Legacy
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Spells
Basic Rules (2014)
telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that
can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to
Pseudodragon (familiar variant)
Legacy
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Monsters
Monster Manual (2014)
other magical effects.
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a
":"piercing"} piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Pseudodragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
other magical effects.
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a
poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Gazer
Legacy
This doesn't reflect the latest rules and lore.
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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
feet directly away from the gazer.
If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: hold person
1/day each: cone of cold, ice storm, wall of iceBheur hags live in
or chopping down a dryad;dryad's grove for firewood. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding excess food for the winter while others
Unseen Servant
Legacy
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Spells
Basic Rules (2014)
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the
ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas
by copying simple construction they have witnessed.
Russet Mold
Few know for sure where russet mold came from. One historical account tells of adventurers in a mountain range discovering russet
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’t take reactions, and the only action it can take is a bonus action to emerge.
Spellcasting. The tortle casts one of the following spells, using Wisdom as the spellcasting ability (spell save
DC 12):
At will: druidcraft, guidance
2/day each: cure wounds, hold person, speak with animals, thunderwaveMany tortles view the world as a place of wonder. They live for the chance to hear a soft
Spells
Elemental Evil Player's Companion
flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the
flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.






