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Returning 35 results for 'minute some with only are for for limited'.
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Sea Spawn
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Limited Amphibiousness. The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.Multiattack. The sea spawn makes three
damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Limited Telepathy. Using telepathy, Otto can magically communicate with any other faerie dragon within 60 feet of it.
Magic Resistance. Otto has advantage on saving throws against spells and other
minute, the target can’t take reactions and must roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Euphoria Breath"} at the start of each of its turns to determine its behavior during
Monsters
Ghosts of Saltmarsh
Blood Frenzy. The wave shaper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The wave shaper can breathe air and water, but it
needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy.
Innate
Faerie Dragon (Younger)
Legacy
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Monsters
Monster Manual (2014)
with it.
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
Magic Resistance. The dragon has advantage on saving throws
saving throw, or for 1 minute, the target can’t take reactions and must roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Euphoria Breath"} at the start of each of its turns to
Faerie Dragon (Older)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
with it.
Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
Magic Resistance. The dragon has advantage on saving throws
;The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Crystal Blade", "rollDamageType":"force"} force damage if the seeker is Large.
Augment Physicality (1/Day). For 1 minute, the seeker magically
minions.
Distantly related to oni, ogre;ogres, and other giant folk, irda have shimmering skin that ranges through shades of indigo and sea green. Their innate magic provides them with limited shape
Monsters
Guildmasters’ Guide to Ravnica
Twist","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
secrets, then wiping those secrets from their victims’ minds to ensure that they are never shared.
Limited Sentience. A Nightveil specter is created when the mind magic of House Dimir erases a
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
is incapacitated as it is beset by hypnotic, illusory visions.
Augment Physicality (1/Day). For 1 minute, the veil keeper magically obscures it location, heightens its physical ability, and increases
;ogres, and other giant folk, irda have shimmering skin that ranges through shades of indigo and sea green. Their innate magic provides them with limited shape-shifting abilities and the power to create illusions.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Limited Amphibiousness. The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.Multiattack. The sea spawn makes two
":"damage", "rollAction":"Poison Quills", "rollDamageType":"poison"} poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat
Monsters
Mordenkainen Presents: Monsters of the Multiverse
roll.Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. A limited form of telepathy enables a balhannoth to
balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw, or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
for 1 minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
willingly harm that creature for 1 minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving
Monsters
Mordenkainen Presents: Monsters of the Multiverse
; he loves to feel flesh and steel sundered beneath his claws and to taste his foes’ blood. Yet Geryon’s ferocity has also limited his ability to collect souls and forge an effective
of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.
Regional
Monsters
The Wild Beyond the Witchlight
invisible with him.
Limited Telepathy. Using telepathy, Sir Talavar can magically communicate with any other faerie dragon within 60 feet of him.
Magic Resistance. Sir Talavar has advantage on saving
on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Euphoria Breath"} at the start of each
Monsters
Mordenkainen's Fiendish Folio Volume 1
damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target is paralyzed. The target can repeat the saving throw at the end
limited language ability suggests that the druids might have engaged in self-sacrifice to achieve their creation.
Horrific Egg Layers. An assassin bug attacks with a paralytic bite to first
Monsters
Tyranny of Dragons
to succeed instead.
Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical
DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to feel flesh and steel sundered beneath his claws and to taste his foes’ blood. Yet Geryon’s ferocity has also limited his ability to collect souls and forge an effective hierarchy
. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.
Regional Effects
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Foresight Level 9 Divination (Bard, Druid, Warlock, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 hours
You touch a willing creature and
bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Foresight Level 9 Divination (Bard, Druid, Warlock, Wizard) Casting Time: 1 minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 hours
You touch a willing creature and
bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Foresight 9th-level divination Casting Time: 1 minute Range: Touch Components: V, S, M (a hummingbird feather) Duration: 8 hours You touch a willing creature and bestow a limited ability to see into
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Foresight 9th-level divination Casting Time: 1 minute Range: Touch Components: V, S, M (a hummingbird feather) Duration: 8 hours You touch a willing creature and bestow a limited ability to see into
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Commune with Nature 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding
territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Commune with Nature 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding
territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
stop shivering. 2 The character’s vision is limited to a 5-foot-wide line pointing in a single direction. 3 The character gets nauseous near windows or doorways. If the character moves through such a
threshold, the character has disadvantage on saving throws for 1 minute. 4 The character is plagued by nightmares of metal constructs. 5 The character is disoriented by wide-open spaces and has no sense of direction outdoors. 6 While in sunlight, the character has disadvantage on attack rolls.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have all its hit points.
Limited Amphibiousness. The wave shaper can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The wave
shaper can magically command any shark within 120 feet of it, using a limited telepathy.
Innate Spellcasting. The wave shaper’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a
, but this is very rare except in densely populated areas. Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a
vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Since the train’s travels are usually limited to the Inner Planes, the Outer Planes, and the Outlands, this mote can be seen floating above one of the symbols or above the model wheel representing the
donation slot or otherwise tries to fool it with counterfeits and the like, the tube disgorges poisonous gas that quickly fills the compartment. This gas duplicates the effect of a stinking cloud spell that lasts for 1 minute or until it is dispersed.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Distance Traveled Per... Pace Minute Hour Day Fast 400 feet 4 miles 30 miles Normal 300 feet 3 miles 24 miles Slow 200 feet 2 miles 18 miles Each travel pace has a game effect, as defined below. Fast
in a waterborne vessel are limited to the speed of the vessel, and they don’t choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. Chapter 6 includes vehicles for sale.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Infernal Calling 5th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S, M (a ruby worth at least 999 gp) Duration: Concentration, up to 1 hour Uttering a dark incantation, you
you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. On each of your turns, you can try to issue a verbal command to the devil (no action required by
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the story in this fashion can leave the stage but is expected to return and take a final bow once the play has concluded. Antics performed by offstage characters (including but not limited to the
, prompting Stagefright to rattle his fool’s scepter at the performers. (If you have a one-minute egg timer, you can use it as a control. Every time a handout line is spoken, flip the egg timer. If the timer runs out, too much time has gone by, warranting one failure.)






