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Returning 35 results for 'most say'.
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must say
Magic Items
Dungeon Master’s Guide
While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks
might say, “I want a piece of candy.” The doll’s phrases are lost when your Attunement to the doll ends.
Spells
Player’s Handbook
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics
Spells
Player’s Handbook
involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or
you could say, “Stop fighting, leave this library peacefully, and don’t return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or
Spells
Player’s Handbook
achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers
there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”
Each target must succeed on a Wisdom saving
Spells
Player’s Handbook
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Spells
Player’s Handbook
also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10
Spells
Player’s Handbook
glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Say I grapple you, then I have the Prone condition. Are we now Prone together? No. A creature you’re grappling isn’t Prone if you have the Prone condition. You’re now holding on to the creature while you are Prone.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Say I grapple you, then I have the Prone condition. Are we now Prone together? No. A creature you’re grappling isn’t Prone if you have the Prone condition. You’re now holding on to the creature while you are Prone.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Say I grapple you, then I have the Prone condition. Are we now Prone together? No. A creature you’re grappling isn’t Prone if you have the Prone condition. You’re now holding on to the creature while you are Prone.
Monsters
Astarion's Book of Hungers
! Oh, the possibilities! But trust me when I say it’ll only end in tears.
—Astarion on Speaker Devils
Fire, PoisonColdUtterance of Pain. Wisdom Saving Throw: DC 18, each creature in a 20
Glibness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
Contact Other Plane
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
On a successful save, you can ask the entity up to five questions. You
Stout Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they’re most common in the south.
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
magic-items
unfortunate side effect of sounding wildly overconfident, no matter what you say. (Everybody Dies at Turtle Bay)
Equipment
Combat
Utility
Whimsy
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Obojiman wizards say that due to their focus and intention, origami artists weave subtle energies into the folds and shapes of their creations
Monsters
Mordenkainen Presents: Monsters of the Multiverse
proven false. In some lands, the silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom.
Sages say that gods of
, drinking the monsters’ milk and using them as guardians or pets. Other legends say that those of impure heart can tame a catoblepas and whisper of malevolent warlocks and wicked knights who ride them into battle.