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Returning 35 results for 'minute staff with only add from for long'.
Magic Items
Dungeon Master’s Guide
As a Bonus Action, you can turn the head of this staff into that of an animate, venomous snake for 1 minute or revert the staff to its inanimate form.
When you take the Attack action, you can make
long as it’s not destroyed, the staff regains all lost Hit Points when it reverts to its inanimate form.
Magic Items
Dungeon Master’s Guide
take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties
Equipment
Ability: Dexterity Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20) Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock
, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Magic Items
Dungeon Master’s Guide
While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent
you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
Spells
Player’s Handbook
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
and other objects created by this spell dissipate into smoke if removed from it.
A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and
Monsters
Monster Manual
-foot-long, 5-foot-wide Line. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Sleep Breath
: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.Fire
Magic Items
Dungeon Master’s Guide
lies a long-lost Artifact, Fraz-Urb’luu’s Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and out-of-date copy of the Tome of Zyx, the work that
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
Monsters
Monster Manual
", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6);{"diceNotation":"11d6", "rollType":"damage
the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.Fire
Magic Items
Dungeon Master’s Guide
, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
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
Magic Items
Dungeon Master’s Guide
.
Brew Potion. When you finish a Long Rest, you can use the cauldron to create a Potion of Healing (greater), which takes 1 minute. The potion lasts for 24 hours, then loses its magic if not consumed
Magic Items
Dungeon Master’s Guide
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
cast a spell, you can’t cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
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
Magic Items
Dungeon Master’s Guide
and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can&rsquo
Magic Items
Dungeon Master’s Guide
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
Monsters
Monster Manual
condition, and it 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.
Spellcasting. The dragon casts one of the
this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
Monsters
Monster Manual
has the Paralyzed condition, and it 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.
Spellcasting. The dragon
uses Spellcasting to cast Hold Monster. The dragon can’t take this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10
Monsters
Monster Manual
":"Slashing"} Slashing damage.
Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest):
First
success. After 1 minute, it succeeds automatically.Third Roar. Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10);{"diceNotation
Magic Items
Dungeon Master’s Guide
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
normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
Magic Items
Dungeon Master’s Guide
Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
just happened.
56–60
A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.
61–65
You pull a nonmagical object
Magic Items
Dungeon Master’s Guide
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
Magic Items
Candlekeep Mysteries
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you
can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage
Monsters
Bigby Presents: Glory of the Giants
a short or long rest.Multiattack. The giant makes three Flying Staff attacks.
Flying Staff. Melee or Ranged Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Flying
Staff"} to hit, reach 10 ft. or range 30/90 ft., one target. Hit: 18 (3d6 + 8);{"diceNotation":"3d6+8", "rollType":"damage", "rollAction":"Flying Staff", "rollDamageType":"bludgeoning"} bludgeoning
Monsters
Tomb of Annihilation
Special Equipment. Acererak carries the Staff of the Forgotten One. He wears a talisman of the sphere and has a sphere of annihilation under his control.
Legendary Resistance (3/Day). If Acererak
":"cold"} cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the
Monsters
Dragonlance: Shadow of the Dragon Queen
saving throw or be covered in acid for 1 minute. A creature can use its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 7 (2d6);{"diceNotation":"2d6
least 1 hit point.Multiattack. Virruza makes three attacks: one with his bite and two with his claws or staff. Alternatively, he uses his Hurl Flame twice.
Bite. Melee Weapon Attack: +7;{"diceNotation
Monsters
Out of the Abyss
","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Horgar can utter a special command
(Recharges after a Short or Long Rest). For 1 minute, Horgar magically increases in size, along with anything he is wearing or carrying. While enlarged, Horgar is Large, doubles his damage dice on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
and three Tentacle Rod attacks.
Demon Staff. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Demon Staff"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
and three Tentacle Rod attacks.
Demon Staff. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Demon Staff"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Monsters
Keys from the Golden Vault
","rollDamageType":"piercing"} piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it
can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one
Monsters
The Wild Beyond the Witchlight
bludgeoning damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Alagarthas can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet
of it makes an attack roll or a saving throw. The creature can add a d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Leadership"} to its roll provided it can hear and understand him. A
Monsters
Mordenkainen Presents: Monsters of the Multiverse
magic staff. The hag can use its flying speed only while astride the staff. If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a
next turn.
Horrific Feast. The hag feeds on the corpse of one enemy within reach that died within the past minute. Each creature of the hag’s choice that is within 60 feet and able to see the
Monsters
Storm King's Thunder
Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The
creature can add a d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Leadership"} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a
Monsters
Guildmasters’ Guide to Ravnica
vine staff, its longbow, or both.
Vine Staff. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Vine Staff"} to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5
);{"diceNotation":"2d6+5","rollType":"damage","rollAction":"Vine Staff","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or
Monsters
Guildmasters’ Guide to Ravnica
instead.Multiattack. Jarad makes two attacks: one with his Noxious Touch and one with his Staff of Svogthir. He can cast a spell with a casting time of 1 action in place of one of these attacks.
Noxious Touch
","rollAction":"Noxious Touch","rollDamageType":"poison"} poison damage, and the target must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at






