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Returning 35 results for 'moves spell with only armor failed for lasts'.
Magic Items
Dungeon Master’s Guide
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus
your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
Magic Items
Dungeon Master’s Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you
Magic Items
Dungeon Master’s Guide
decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
Magic Items
Dungeon Master’s Guide
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
Magic Items
Dungeon Master’s Guide
Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and
regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
Magic Items
Dungeon Master’s Guide
against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and
This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you fail a saving throw
Magic Items
Dungeon Master’s Guide
, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic
While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The DM chooses the type or determines it randomly.
Curse. This armor is cursed
Spells
Player’s Handbook
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like
that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a
Spells
Player’s Handbook
, ending the spell. Its area is Heavily Obscured.
Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A
You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it
Spells
Player’s Handbook
You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
Spells
Player’s Handbook
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.
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
Magic Items
Dungeon Master’s Guide
While you’re wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a
Magic action to repeat the command word. This property of the armor can’t be used again until the next dawn.
Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.
This potion’s container seems to hold fog that moves and pours like water.
Monsters
Monster Manual
, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting
ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
Magic Items
Dungeon Master’s Guide
are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strike;Unarmed Strikes to deal 1d8 Slashing
Monsters
Monster Manual
, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting
ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
Monsters
Monster Manual
", "rollDamageType":"Slashing"} Slashing damage.
Luring Song. The harpy sings a magical melody, which lasts until the harpy’s Concentration ends on it. Wisdom Saving Throw: DC 11, each Humanoid and
Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by
Spells
Player’s Handbook
You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Spells
Player’s Handbook
appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20
Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Classes
Player’s Handbook
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
Monsters
Monster Manual
is destroyed if its penalty reaches −5. The penalty can be removed by casting the Mending spell on the armor or weapon.
Destroy Metal. The rust monster touches a nonmagical metal object within
"} Piercing damage.
Antennae. The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the
Monsters
Monster Manual
Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target.
A creature can take an action to try to detach the darkmantle
-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can’t penetrate this area, and no light can illuminate it.
Monsters
Monster Manual
":"1d6", "rollType":"recharge", "rollAction":"Hunger of Yeenoghu"}. The gnoll conjures a 30-foot Cube of magical Darkness originating from a point it can see within 60 feet, which lasts for 1 minute
gains 10 Temporary Hit Points. Success: Half damage only.Rampage (2/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Abyssal Strike attack.
Magic Items
Dungeon Master’s Guide
another creature’s control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.
While in control of the sphere, you can take a
physical remains.
Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole
Spells
Player’s Handbook
saving throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. Both types of damage increase by 1d8 for each spell slot level above 6.
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10
Magic Items
Dungeon Master’s Guide
sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target
Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Monsters
Monster Manual
its Hit Points in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Undead Restoration"} days unless a Wish spell is cast on its remains.Multiattack. The demilich makes three Necrotic Burst
within 5 feet of the demilich as it moves is targeted once by the following effect. Constitution Saving Throw: DC 19. Failure: The target has the Blinded condition until the end of the demilich&rsquo
Monsters
Monster Manual
save DC 13, +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Mage Hand, Prestidigitation 1/Day Each: Disguise Self, Ice Knife, Mage Armor (included in AC), Thunderwave
", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell
Magic Items
Dungeon Master’s Guide
3d6 Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the sword’s demand is met
Kas, provided the sword is within 30 feet of the spell’s caster. Upon casting Wish, the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.
Monsters
Monster Manual
. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can
understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell’s stress. Once the djinni has cast it three times, the djinni can’t do so again for 365
Monsters
Monster Manual
":"Acid"} Acid damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.Acid, Cold, Fire
the penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.Pseudopod. Melee Attack
Monsters
Monster Manual
by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.Split
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
Classes
Player’s Handbook
: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and
Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP
Monsters
Monster Manual
Earth Glide. The cataclysm can burrow through nonmagical, unworked earth and stone. While doing so, the cataclysm doesn’t disturb the material it moves through.
Legendary Resistance (4/Day
fills a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. The cloud lasts for 1 minute or until the cataclysm uses Cataclysmic Event again. Creatures entirely in the
Spells
Player’s Handbook
ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits






