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                        Returning 35 results for 'next command radius pdf'.
                    
                
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     turns.
Dread Authority. The death knight uses Spellcasting to cast Command. The death knight can’t take this action again until the start of its next turn.
Fell Word. Constitution Saving Throw
                                                
                                            
                                                
                                                    ":"Necrotic"} Necrotic damage.
Hellfire Orb (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Hellfire Orb"}. Dexterity Saving Throw: DC 18, each creature in a 20-foot-radius Sphere
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
                                                
                                            
                                                
                                                     turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
                                                
                                            
                                                
                                                    ).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius
                                                
                                            
                                                
                                                     and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Magic action to repeat the command word. This property of the armor can’t be used again until the next dawn.
                                                
                                            
                                                
                                                    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 Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
                                                
                                            
                                                
                                                    This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Will: Command (level 2 version), Detect Magic, Scorching Ray 1/Day: FireballLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one
                                                
                                            
                                                
                                                     of the following actions. The dragon regains all expended uses at the start of each of its turns.
Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.
Baleful Command (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Baleful Command
                                                
                                            
                                                
                                                    "}. Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Baleful Command", "rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     uses Spellcasting to cast Command (level 2 version). The dragon can’t take this action again until the start of its next turn.
Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray
                                                
                                            
                                                
                                                     spell attacks):
At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version) 1/Day Each: Fireball (level 6 version), ScryingLegendary Action Uses: 3 (4 in Lair). Immediately after
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"3d6+3", "rollType":"damage", "rollAction":"Serpentine Gaze", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the start of the naga’s next turn
                                                
                                            
                                                
                                                    .
Spellcasting. The naga casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 13):
At Will: Mage Hand, Thaumaturgy 1/Day Each: Command, Detect Thoughts, Lightning BoltPoison
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Daylight effect can’t be used again until the next dawn.
You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the
                                                
                                            
                                                
                                                    This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
Dread Command. The mummy casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The mummy can’t take this action again until the start of its next turn.
Glare. The
                                                
                                            
                                                
                                                     mummy’s next turn.
Spellcasting. The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17, +9;{"diceNotation
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the broom is reduced to 0
                                                
                                            
                                                
                                                     command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Psychic"} Psychic damage.
Beguiling Song. Wisdom Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 20 (3d10 + 4);{"diceNotation":"3d10+4
                                                
                                            
                                                
                                                    ", "rollType":"damage", "rollAction":"Beguiling Song", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed condition until the end of the performer’s next turn. Success: Half
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn
                                                
                                            
                                                
                                                    , it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the
                                                
                                            
                                                
                                                     Elemental Plane of Air. Every Ring of Elemental Command has the following two properties:
Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Bejeweled Baton", "rollDamageType":"Psychic"} Psychic damage.
Majestic Song. Wisdom Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point within 120 feet
                                                
                                            
                                                
                                                     (performer’s choice) until the end of the performer’s next turn. Success: Half damage only.
Spellcasting. The performer casts one of the following spells, requiring no Material components
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Until the spell ends, you have Resistance to Radiant damage, and
                                                
                                            
                                                
                                                     the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . The dragon regains all expended uses at the start of each of its turns.
Freezing Burst. Constitution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see
                                                
                                            
                                                
                                                     the target’s next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Frightful Presence. The dragon casts Fear, requiring no Material
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . The dragon regains all expended uses at the start of each of its turns.
Freezing Burst. Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the dragon can see
                                                
                                            
                                                
                                                     the target’s next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Frightful Presence. The dragon casts Fear, requiring no Material
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words:
Splash. The decanter
                                                
                                            
                                                
                                                    This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can take a Magic action to remove the stopper and issue one of three command words, whereupon an
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On
                                                
                                            
                                                
                                                     a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.
Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.
Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving
                                                
                                            
                                                
                                                     nature, a target ceases to be Charmed in this way. Once used, this property can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     creature in a 10-foot-radius Sphere centered on a point the bandit can see within 120 feet. Failure: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Blinding Flash
                                                
                                            
                                                
                                                    ", "rollDamageType":"Radiant"} Radiant damage, and the target has the Blinded condition until the start of the bandit’s next turn. Success: Half damage only.
Spellcasting. The bandit casts one of the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes
                                                
                                            
                                                
                                                     the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts
                                                
                                            
                                                
                                                     creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Noxious Miasma", "rollDamageType
                                                
                                            
                                                
                                                    ":"Poison"} Poison damage, and the target takes a −2 penalty to AC until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Poison
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Throw: DC 21, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 17 (5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Noxious Miasma
                                                
                                            
                                                
                                                    ", "rollDamageType":"Poison"} Poison damage, and the target takes a −2 penalty to AC until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Poison
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    , a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6
                                                
                                            
                                                
                                                     Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     creature in a 20-foot-radius Sphere centered on that point. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Smoke Bomb", "rollDamageType":"Poison"} Poison damage, and the target
                                                
                                            
                                                
                                                     has the Blinded condition until the end of the spy’s next turn. Success: Half damage only.Cunning Action. The spy takes the Dash, Disengage, or Hide action.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "} Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant’s next turn.
Lightning Storm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
                                                
                                            
                                                
                                                    ", "rollAction":"Lightning Storm"}. Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10
                                                
                                            
                                        





