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Returning 35 results for 'move score with only around force for like'.
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Monsters
Monster Manual
Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so.
Sunlight Weakness. While in sunlight, the shadow has Disadvantage on d20 test;D20
", "rollAction":"Draining Swipe", "rollDamageType":"Necrotic"} Necrotic damage, and the target’s Strength score decreases by 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe
Spells
Player’s Handbook
within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like
you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
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.
Spells
Player’s Handbook
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
target takes 6d10 Force damage.
You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
Species
Player’s Handbook
child—helps them pass through crowds unnoticed and slip through tight spaces.
Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied &ldquo
;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
Monsters
Monster Manual
Incorporeal Movement. The empyrean can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
":"Incorporeal Movement", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
Monsters
Monster Manual
Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
":"Incorporeal Movement", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the specter has Disadvantage on ability checks and attack
Spells
Player’s Handbook
, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.
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
Monsters
Monster Manual
Incorporeal Movement. The poltergeist can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
":"Incorporeal Movement", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.Multiattack. The poltergeist makes one Object Slam attack and uses Telekinetic Thrust.
Object Slam
Spells
Player’s Handbook
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters
the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A
Monsters
Monster Manual
Movement. The demon can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement
", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Light Sensitivity. While in Bright Light, the demon has Disadvantage on ability checks and attack rolls.Umbral Claw. Melee
Feats
Player’s Handbook
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
All-Around Adept. You gain
Monsters
Monster Manual
Incorporeal Movement. The empyrean can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
":"Incorporeal Movement", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
Monsters
Monster Manual
Detect Life. The banshee magically senses the direction of creatures up to 1 mile away that aren’t Constructs or Undead.
Incorporeal Movement. The banshee can move through other creatures and
objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement", "rollDamageType":"Force"} Force damage if it ends its
Monsters
Monster Manual
Incorporeal Movement. The wraith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
":"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
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
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
Spells
Player’s Handbook
target takes Force damage equal to 4d12 plus your spellcasting ability modifier.
On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.
Spells
Player’s Handbook
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have
Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature
Monsters
Monster Manual
move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement", "rollDamageType":"Force
"} Force damage if it ends its turn inside an object.Shock. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Shock"}, reach 5 ft. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2
Monsters
Monster Manual
its next turn. On its next turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t
against a spell, or a spell’s attack roll misses it. Response—Dexterity Saving Throw: DC 12, one creature the spectator can see within 120 feet. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Spell Reflection", "rollDamageType":"Force"} Force damage.
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
Spells
Player’s Handbook
A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all
creatures in its area.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3
Classes
Player’s Handbook
Channel Cosmic Forces of Order
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork
Spells
Player’s Handbook
you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent
that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage
Monsters
Monster Manual
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were
Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement", "rollDamageType":"Force"} Force damage if it ends its turn inside an
Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic
Spells
Player’s Handbook
This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the
mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes
Species
Player’s Handbook
big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.
Gnome Traits
Creature Type: HumanoidSize: Small (about 3–4 feet tall)Speed: 30 feet
propensity for living in forests and burrows. What they lacked in size, they made up for in cleverness. They confounded predators with traps and labyrinthine tunnels. They also learned magic from gods like
Spells
Player’s Handbook
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
creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.
Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
Spells
Player’s Handbook
succeed on a Dexterity saving throw or take 4d8 Force damage.
On your later turns, you can take a Magic action to move the hound up to 30 feet.
Magic Items
Dungeon Master’s Guide
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
Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must
Classes
Player’s Handbook
power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler
+2
Ability Score Improvement, Slow Fall
1d6
4
+10 ft.
5
+3
Extra Attack, Stunning Strike
1d8
5
+10 ft.
6
+3
Empowered Strikes, Subclass feature
1d8
6
+15 ft.
7
+3
Monsters
Monster Manual
, the dragon has Resistance to damage that isn’t Force, Psychic, or Radiant.
Sunlight Sensitivity. While in sunlight, the dragon has Disadvantage on ability checks and attack rolls.Multiattack
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon






