Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'much some with over across fallen for long'.
Other Suggestions:
much some with over across failed for long
much some with over across fall for long
Equipment
The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are
one. A Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or challenge the bearer
Spells
Player’s Handbook
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on
a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
Spells
Player’s Handbook
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded
condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration
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
spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.
Number of Spheres
Lightning Damage
1
4d12
2
5d4
3
2d6
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
, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one.
Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet
Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Spells
Player’s Handbook
, its Hit Point maximum is half as much, and it can’t cast this spell.
The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The
simulacrum can’t gain levels, and it can’t take Short or Long Rests.
If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during
Spells
Player’s Handbook
You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or
Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.
Backgrounds
Player’s Handbook
B: (A) Musical Instrument (same as above), 2 Costumes, Mirror, Perfume, Traveler's Clothes, 11 GP; or (B) 50 GP
You spent much of your youth following roving fairs and carnivals, performing odd jobs
for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to play a lute in a distinct style, or how to recite poetry with impeccable diction. To this day, you thrive on applause and long for the stage.
Spells
Player’s Handbook
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
Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a
Spells
Player’s Handbook
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much
Spells
Player’s Handbook
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
appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.
At the start of each of your turns after
Magic Items
Dungeon Master’s Guide
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
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
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
violet layer.
Prismatic Layers
Order
Effects
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
Magic Items
Dungeon Master’s Guide
. 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
Species
Lorwyn: First Light
as culturally from their Shadowmoor counterparts.
In Lorwyn
The horns of Lorwyn elves are stubby like a goat’s or curved like a ram’s, but always ridged. Their pointed ears are long and
fallen empire to support their claims.
These elves blame the fall of their empire on outside threats, especially the Phyrexian invasion (see Lorwyn: First Light). Though the invasion was the empire
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
understood ancient magic.
Spirit Dragons
Spirit dragons, sometimes called song dragons, are powerful dragons whose powers stem from the magic and history of fallen realms. They embody the spirit of
Monsters
Forgotten Realms: Adventures in Faerûn
circle of the Cult of the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as
, he appears in an unoccupied space within 5 feet of his soul gem (so long as the gem still exists), using the Sammaster (Lich Form) stat block. The gem is a Tiny object that has AC 20; HP 50; and
Monsters
Forgotten Realms: Adventures in Faerûn
the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as efficiently as he
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
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
through the accumulation of chardalyn from across Icewind Dale. Zlan’s affinity with chardalyn allows it to access information across the region and use chardalyn to corrupt those who could
Monsters
Forgotten Realms: Adventures in Faerûn
magic pervading the Underdark twists deep dragons as they grow, so few adult deep dragons look alike. Their skin is usually pitted by fungal growths that spread across the body. Although lacking the
’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
Spells
Forgotten Realms: Heroes of Faerûn
throw. On a failed save, the creature takes 3d10 Necrotic damage and has the Prone condition. On a successful save, the creature takes half as much damage and its Speed is halved. A creature makes this
Concentration, up to 10 minutes.
A creature that fails its save against the spell’s effect also gains 1 Exhaustion level. While the creature has Exhaustion levels, finishing a Long Rest neither restores
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
, taking (4d8) Necrotic;{"diceNotation":"4d8", "rollType":"damage", "rollAction":" (Necrotic)", "rollDamageType":"Necrotic"} damage on a failed save or half as much damage on a successful one. A
Monsters
Forgotten Realms: Adventures in Faerûn
traveled across Calimshan, infiltrating rival genie courts and eliminating remnants of the Twisted Rune. Some accounts even tell of her fighting alongside Sultana Songal during the Night of Fleeing
she also values information and learning just as much as material wealth. Offering valuable information is a surefire way to gain an audience with the her, but those caught lying to her are severely
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
spell on a failed save or half as much damage on a successful one.
3-7
You and the triggering spell’s caster form a Telepathy;telepathic link for 1 hour.
8-10
Gravity is reversed in a
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollAction":"Drop","rollDamageType":"cold"} cold damage. Miss: The ice piercer takes half the normal falling damage for the distance fallen. Auril the Frostmaiden has transformed icicles into creatures that
shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish
Spells
Elemental Evil Player's Companion
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a
Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water
Cadaver Collector
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Magic Resistance. The cadaver collector has advantage on saving throws against spells and other magical effects.
Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver
the saving throw at the end of each of its turns, ending the effect on itself with a success.The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the effect on itself with a success.The ancient war machines known as collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer to bolster the ranks
great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those
Equipment
Combat
Utility
Whimsy
12
15
14
Glow worms are found in caves and marshes across Obojima and work fine as ingredients in potions, but intrepid potion brewers have discovered
that the wildly-colored glow worms found in the Vale of Abundance in the Gale Fields have a much greater potency.
Axe Beak
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
An axe beak;axe beak's splayed toes allow it to run across snow, and it can carry as much weight as a mule. A domesticated axe beak can be purchased in Ten-Towns for 50 gp.
An animal pulling a
Spells
Elemental Evil Player's Companion
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends
there takes 1d10 fire damage.
You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
save DC 15):
2/day each: command, detect evil and good
1/day: wall of forceForesworn are the spirits of fallen Solamnic knights who attend to their duty long after death. Armed with spectral armor and
weaponry, a foresworn maintains the martial prowess it had in life and can call on magic and its fallen brethren for aid.
Like revenant;revenants, foresworn fixate on a singular purpose, and they






