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Returning 35 results for 'minute stitched with only allied from for long'.
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minute switches with only allies from for long
minute stitched with only allies from for long
minute stitch with only allies from for long
minute stitched with only applied from for long
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
or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
A task that can be
measured in minutes requires a payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can
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
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.
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
evil have added their own input to the book’s catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
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
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
. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.
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
Feats
Forgotten Realms: Heroes of Faerûn
, provided its Speed isn’t 0.
Additionally, you bolster the targets’ resolve, which lasts for 1 minute or until you have the Incapacitated condition. While bolstered, a target can’t be
possessed or gain the Charmed or Frightened condition; if a target is already possessed, Charmed, or Frightened, the target has Advantage on any new saving throw against the relevant effect.
Once you use this benefit, you can’t do so again until you finish a Long Rest.
Feats
Forgotten Realms: Heroes of Faerûn
the ability increased by this feat and your Proficiency Bonus.
You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest
15-foot-radius, 60-foot-tall Cylinder centered on you for 1 minute, per the Reverse Gravity spell.
11-13
You and the triggering spell’s caster each make a Constitution saving throw. On a
Monsters
Forgotten Realms: Adventures in Faerûn
minute, it succeeds automatically.Curious and self-confident, young spirit dragons can cause trouble for a region’s other denizens, by either unleashing long-buried evils or misusing scarcely
Monsters
Forgotten Realms: Adventures in Faerûn
turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Failure or Success: The dragon can’t take this action again until the start of its next turn.Ancient
nonmagical means.
Restless Sleep. When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t
Monsters
Forgotten Realms: Adventures in Faerûn
, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Failure or Success: The dragon can’t take this action again until the start of its next turn.The strange
’t be damaged by nonmagical means.
Restless Sleep. When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the
Monsters
Forgotten Realms: Adventures in Faerûn
inches long, it re-forms from that piece of chardalyn in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Next of the Seven"} days, regaining all its Hit Points. The new body appears in the
damage and the target has the Charmed condition for 1 minute or until Zlan dies. While Charmed, the target doesn’t act as an ally to any creature. Success: Half damage only. Failure or Success: Zlan
Magic Items
Forgotten Realms: Adventures in Faerûn
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
effect is immune to it for 1 minute, after which it can be affected again.
The aura is inactive while you have the Incapacitated condition. You can activate or deactivate the aura as a Bonus Action
Bearded Devil (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
can't be frightened while it can see an allied creature within 30 feet of it.Multiattack. The devil makes two attacks: one with its beard and one with its glaive.
Beard. Melee Weapon Attack: +5
":"piercing"} piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat
Bearded Devil
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
can't be frightened while it can see an allied creature within 30 feet of it.Multiattack. The devil makes two attacks: one with its beard and one with its glaive.
Beard. Melee Weapon Attack: +5
":"piercing"} piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat
Duergar Warlord
Legacy
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Monsters
Mordenkainen’s Tome of Foes
or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based
damage while enlarged.
Call to Attack. Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.
Enlarge (Recharges after a Short
Monsters
Mordenkainen's Fiendish Folio Volume 1
","rollDamageType":"slashing"} slashing damage.
Fight On, You Slugs. The norker war leader picks up to three allied goblinoids within 60 feet that can see it. The chosen creatures can each use their reactions to
, and lazy even by the standards of goblinoids, norkers are tough humanoids whose long, sharp fangs and thick, bony exoskeletons make them well-suited to the ranks of hobgoblin armies. Unfortunately
Monsters
Planescape: Adventures in the Multiverse
time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate
view of what is, what was, and what will be.
Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time
Monsters
Planescape: Adventures in the Multiverse
of time’s paths and possibilities.
Ancient time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied
from the usual flow of time and have a flexible view of what is, what was, and what will be.
Time dragons prize historical records, objects representative of lost cultures, and treasures from long
Yagnoloth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.
Battlefield Cunning (Recharge 4-6);{"diceNotation":"1d6","rollType":"recharge","rollAction
":"Battlefield Cunning"}. Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.
Teleport. The yagnoloth magically teleports, along
Eversmoking Bottle
Legacy
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Magic Items
Basic Rules (2014)
bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.
The cloud persists
as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles






