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Returning 35 results for 'minor single with only action for for lower'.
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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.
Magic Items
Dungeon Master’s Guide
long as they are in the lantern’s Bright Light. You can take a Utilize action to lower the hood, reducing the lantern’s light to Dim Light in a 5-foot radius.
Magic Items
Dungeon Master’s Guide
a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.
Magic prevents the
As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes
Magic Items
Dungeon Master’s Guide
While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be used again until the next dawn.
Magic Items
Dungeon Master’s Guide
This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a Magic action to expend 1 charge, name any nonmagical food seasoning (such as salt, pepper, saffron, or
cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Monsters
Monster Manual
. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
Monsters
Monster Manual
. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
Monsters
Monster Manual
(spell save DC 16):
At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, TonguesLegendary Action
Years"} years older. Failure or Success: The sphinx can’t take this action again until the start of its next turn.PsychicNecrotic, Radiant
Monsters
Monster Manual
Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Spellcasting. The
dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Minor Illusion, Scorching Ray (level
Monsters
Monster Manual
has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Spellcasting. The dragon casts one of
the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or
Spells
Player’s Handbook
or lower can’t be cast through it, and the effects of such spells can’t extend into it.
The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until
the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
Spells
Player’s Handbook
Choose any number of willing creatures that you can see within range. Each target shape-shifting;shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower
. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.
A target’s game statistics are replaced by the chosen Beast’s
Magic Items
Dungeon Master’s Guide
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In
Monsters
Monster Manual
":"Swallow", "rollDamageType":"Acid"} Acid damage at the start of each of its turns.
If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25
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
Monsters
Monster Manual
: Half damage only.Legendary Action Uses: 3. Immediately after another creature’s turn, the tarrasque can expend a use to take one of the following actions. The tarrasque regains all expended uses
condition. The tarrasque can’t take this action again until the start of its next turn.Fire, PoisonBludgeoning, Piercing, SlashingSwallow. Strength Saving Throw: DC 27, one Large or smaller
Magic Items
Dungeon Master’s Guide
, you can take a Magic action to summon an Earth Elemental. It appears in an unoccupied space you choose within 30 feet of yourself, understands your languages, obeys your commands, and takes its turn
immediately after you on your Initiative count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus Action. You can’t use this property again until the next
Magic Items
Dungeon Master’s Guide
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
Monsters
Monster Manual
", "rollDamageType":"Necrotic"} Necrotic damage. Until the end of the target’s next turn, the target’s Speed is halved; the target can’t take Reactions; and it can take either an action or a
Bonus Action on its turn, not both. Success: Half damage only. 5: Enervation Ray. Constitution Saving Throw: DC 16. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction
Magic Items
Dungeon Master’s Guide
with it. The wand deals an extra 2d12 Necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random properties:
2 minor beneficial properties
1 major beneficial property
2 minor detrimental properties
1 major detrimental property
The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.
Protection. You gain a +3 bonus to
Magic Items
Dungeon Master’s Guide
.
Random Properties. The sword has the following random properties (see “Artifacts”):
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
1 major
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
Spells
Player’s Handbook
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting
Magic Items
Dungeon Master’s Guide
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
’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
Spells
Player’s Handbook
Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting
it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.
When the glyph is triggered, the stored
Spells
Player’s Handbook
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
creatures you can see immunity to a single spell or other magical effect for 8 hours.
Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of
Magic Items
Dungeon Master’s Guide
.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun
its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your
Magic Items
Dungeon Master’s Guide
):
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
Attuning to the Eye. To attune to the eye, you must press it into your empty socket. The eye grafts itself
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
Magic Items
Dungeon Master’s Guide
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
’s blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn.
When you
Magic Items
Dungeon Master’s Guide
Vile Darkness has the following random properties:
3 minor beneficial properties
1 major beneficial property
3 minor detrimental properties
2 major detrimental properties
Spells. While
person, you can take a Magic action to recite words from its pages in a foul, dead language. Each time you do so, you take 1d12 Psychic damage, and each creature within 15 feet of you takes 3d6 Psychic
Monsters
Tomb of Annihilation
Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't
+3","rollType":"damage","rollDamageType":"force"} force damage per beam), minor illusion, and poison spray
3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against spells
Monsters
Waterdeep: Dungeon of the Mad Mage
was in its space. The eye can’t be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required).
A minor illusory
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
Monsters
Van Richten’s Guide to Ravenloft
Limited Spell Immunity. The swarm automatically succeeds on saving throws against spells of 3rd level or lower, and the attack rolls of such spells always miss it.
Swarm. The swarm can occupy
a single annoying gremishka into a chittering, magic-reflecting wave of teeth and claws.Bludgeoning, Piercing, Slashing
Monsters
Tyranny of Dragons
Cunning Action. Jamna can take a bonus action to take the Dash, Disengage, or Hide action.
Gnome Cunning. Jamna has advantage on Intelligence, Wisdom, and Charisma saving throws against magic
spell attacks). Jamna has the following spells prepared from the wizard spell list:
Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost
1st level (3 slots): charm person
Pipe of Smoke Monsters
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Xanathar's Guide to Everything
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: alter self, mage armor (self only), mage hand, minor illusion, prestidigitation
1/day each: banishment, plane shift, suggestionFiendish Rebuke (3/Day). In response to being damaged by a visible
", "rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.Warlocks of the Fiend gain their powers through magical pacts forged with archfiends of the Lower






