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Returning 35 results for 'minute space with only along force for like'.
Spells
Player’s Handbook
target takes 6d10 Force damage.
You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
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
Magic Items
Dungeon Master’s Guide
After you drink this potion, each Unarmed Strike you make deals an extra 1d6 Force damage on a hit. This effect lasts 10 minutes.
This potion is a thick green fluid that tastes like spinach.
Monsters
Monster Manual
", "rollDamageType":"Slashing"} Slashing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Mercurial Axe", "rollDamageType":"Force"} Force damage. Hit or Miss: The axe
magically returns to the nycaloth’s hand immediately after a ranged attack.Acid, PoisonCold, Fire, LightningShadowy Teleport. The nycaloth has the Invisible condition for 1 minute, and it teleports up
Monsters
Monster Manual
Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target’s spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. The
":"Incorporeal Movement", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has Disadvantage on ability checks and attack rolls.Life
Monsters
Monster Manual
(2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Force"} Force damage.
Teleport. The nalfeshnee teleports up to 120 feet to an unoccupied space it can
see.Pursuit. Trigger: Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee. Response: The nalfeshnee uses Teleport, but its destination space must be within 10 feet of the
Magic Items
Dungeon Master’s Guide
For 1 minute after you drink this potion, you have Resistance to all damage.
This potion’s syrupy liquid looks like liquefied iron.
Magic Items
Dungeon Master’s Guide
reappear on the robe.
While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to
return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space.
Spells
Player’s Handbook
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone
, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.
The spell’s duration depends on the object’s
Equipment
saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.
It takes 1 minute to bind two or more Dynamite Sticks together so they explode at the same time. Each
stick after the first increases the damage by 1d6 (to a maximum of 10d6) and the effect’s radius by 5 feet (to a maximum of 20 feet).
It takes 1 minute to rig dynamite with a longer fuse so it explodes after a longer period of time, such as 1 minute or 10 minutes.
Spells
Player’s Handbook
The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or
be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Monsters
Monster Manual
":"to hit", "rollAction":"Pseudopod"}, reach 30 ft. Hit: 24 (3d10 + 8);{"diceNotation":"3d10+8", "rollType":"damage", "rollAction":"Pseudopod", "rollDamageType":"Force"} Force damage.
Engulf. The blob
moves up to its Speed and can move through the spaces of Huge or smaller creatures and objects. Strength Saving Throw: DC 23, each creature or object whose space the blob enters for the first time
Monsters
Monster Manual
Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so.
Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8
penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal.
Spider Climb. The pudding
Spells
Player’s Handbook
. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a
Fiend, the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Species
Player’s Handbook
and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human
;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
Magic Items
Dungeon Master’s Guide
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the
Spells
Player’s Handbook
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
deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the
Monsters
Monster Manual
Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Swarm. The swarm can occupy another creature
’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain Hit Points or gain Temporary Hit Points.Bites. Melee Attack Roll
Magic Items
Dungeon Master’s Guide
force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together.
You can take a Magic action to throw the bead up to 60 feet
Monsters
Monster Manual
Air Form. The stalker can enter an enemy’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Invisibility. The stalker has the
hit", "rollAction":"Wind Swipe"}, reach 5 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Wind Swipe", "rollDamageType":"Force"} Force damage.
Vortex. Constitution
Magic Items
Dungeon Master’s Guide
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
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
Monsters
Monster Manual
Amorphous. The jelly can move through a space as narrow as 1 inch without expending extra movement to do so.
Spider Climb. The jelly can climb difficult surfaces, including along ceilings, without
Monsters
Monster Manual
Spider Climb. The carrion crawler can climb difficult surfaces, including along ceilings, without needing to make an ability check.Multiattack. The carrion crawler uses Paralyzing Tentacles and makes
the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.
Monsters
Monster Manual
Trident", "rollDamageType":"Force"} Force damage. Hit or Miss: The trident magically returns to the mezzoloth’s claw immediately after a ranged attack.
Spellcasting. The mezzoloth casts one of the
, LightningTeleport (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Teleport"}. The mezzoloth teleports up to 60 feet to an unoccupied space it can see. It can teleport one creature it is grapple;grappling to an unoccupied space within 5 feet of its destination space.
Monsters
Monster Manual
", "rollDamageType":"Force"} Force damage.
Electrical Discharge. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Electrical Discharge"}, range 120 ft. Hit: 5 (1d6
":"recharge", "rollAction":"Paralysis Gas"}. Constitution Saving Throw: DC 11, each creature in a 30-foot Cone. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Magic Items
Dungeon Master’s Guide
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter
sphere but isn’t wholly engulfed and obliterated by it takes 8d10 Force damage.
Controlling the Sphere. A Sphere of Annihilation is stationary until someone takes control of it. If you are
Monsters
Monster Manual
":"damage", "rollAction":"Death Throes", "rollDamageType":"Fire"} Fire damage plus 31 (9d6);{"diceNotation":"9d6", "rollType":"damage", "rollAction":"Death Throes", "rollDamageType":"Force"} Force damage
Whip"}, reach 30 ft. Hit: 18 (3d6 + 8);{"diceNotation":"3d6+8", "rollType":"damage", "rollAction":"Flame Whip", "rollDamageType":"Force"} Force damage plus 17 (5d6);{"diceNotation":"5d6", "rollType
Monsters
Monster Manual
", "rollDamageType":"Force"} Force damage, and the ultroloth can teleport the target up to 10 feet to an unoccupied space the ultroloth can see that isn’t in the air.
Hypnotic Gaze. Wisdom Saving
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.
Spells
Player’s Handbook
you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by
one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
Monsters
Monster Manual
Advantage on saving throws against spells and other magical effects.
Spider Climb. The yochlol can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web
halves the attack’s damage to itself (round down), and it teleports to an unoccupied space it can see within 30 feet of itself. Constitution Saving Throw: DC 15, each creature within 5 feet of
Spells
Player’s Handbook
You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can’t be
moved and disappears when the spell ends, along with the bubbling liquid inside it.
The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a
Monsters
Monster Manual
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn’t itself
repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.Poison
Monsters
Monster Manual
", "rollType":"roll", "rollAction":"Spirit Jar"} days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich’s lair.Multiattack. The lich
Burst"}, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage", "rollAction":"Eldritch Burst", "rollDamageType":"Force"} Force damage.
Paralyzing Touch. Melee
Magic Items
Dungeon Master’s Guide
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the






