Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'piece spell'.
Other Suggestions:
place spell
Spells
Player’s Handbook
ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.
When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the
Spells
Player’s Handbook
Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.
When you cast this spell, you
You touch up to four nonmagical Arrows or Crossbow Bolts;Bolts and plant them in the ground in your space. Until the spell ends, the ammunition can’t be physically uprooted, and whenever a
Classes
Player’s Handbook
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
Spells
Player’s Handbook
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the
Spells
Player’s Handbook
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item
Spells
Player’s Handbook
turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell
appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can
Magic Items
Dungeon Master’s Guide
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When Blackrazor devours a soul that isn’t yours, you gain Temporary Hit Points equal to the slain
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon
Monsters
Forgotten Realms: Adventures in Faerûn
Chardalyn Sense. Zlan senses the emotions of anyone touching a piece of chardalyn within 100 miles of itself.
Legendary Resistance (3/Day). If Zlan fails a saving throw, it can choose to succeed
instead.
Magic Resistance. Zlan has Advantage on saving throws against spells and other magical effects.
Next of the Seven (6/Year). If Zlan dies within 100 miles of a piece of chardalyn at least 4
Magic Items
Vecna: Eve of Ruin
rod, you can use an action to cast the spell associated with that piece, as listed on the Rod Pieces table. Once that piece of the rod has been used to cast a spell, it can’t be used that way
again until the next dawn.
Rod Pieces
Piece
Spell
Rod of Seven Parts (First Piece);First
Commune
Rod of Seven Parts (Second Piece);Second
Arcane Gate
Rod of Seven Parts
Equipment
have advantage on Intelligence checks to recall or understand lore about necromancy and the Codex Mortis.
You have advantage on death saving throws.
When you cast a necromancy spell, the gold piece cost of the spell’s material components is halved.
Swift Quiver
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.On each of your turns until the spell ends, you can use a
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
Firearm Bullets are destroyed upon use in a modern firearm.
Monsters
Curse of Strahd
Spellcasting. The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit
with spell attacks). The witch has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): ray of sickness, sleep, Tasha's hideous
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
This weapon has the following mastery property. To use this
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
This weapon has the following mastery property. To use this
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
This weapon has the following mastery property. To use this
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
This weapon has the following mastery property. To use this
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
This weapon has the following mastery property. To use this
Magic Items
Tasha’s Cauldron of Everything
This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It
falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.
Spells
Elemental Evil Player's Companion
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell
’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
This weapon has the following mastery property. To use this
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
This weapon has the following mastery property. To use this
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
This weapon has the following mastery property. To use this
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
This weapon has the following mastery property. To use this
Magic Items
Fizban's Treasury of Dragons
gem, you can expend up to 3 charges to ignore the spell’s material components with a gold piece cost, up to 500 gp per charge expended.
When you finish a long rest, choose a spell from any
While you are holding this gem, you can use it as a spellcasting focus for your spells.
The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
This weapon has the following mastery property. To use this
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
This weapon has the following mastery property. To use this
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
This weapon has the following mastery property. To use this
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the spellcasting ability (spell save DC 15):
At will: light, spare the dying, thaumaturgy
1/day each: banishment, command, dispel magic, flame strike, guardian of faith, hold person, lesser
Hilt of a broken sword
3
Piece of stained glass from a shrine
4
Clay figurine of a ki-rin or another Celestial
5
Torch carved so that a hand appears to be holding the flame
6
Adult Oblex
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell)
Sulfurous Impersonation. As a bonus action, the oblex can extrude a piece of itself that assumes
until the end of its next turn.
Innate Spellcasting. The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
3/day
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
Arrows are used with a weapon that has the ammunition property
Equipment
a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by
casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith's Tools as part of a Short Rest or Long Rest.
Crossbow bolts are used with a weapon that has the ammunition
Elder Oblex
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
until the end of its next turn.
Innate Spellcasting. The oblex’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material
components:
At will: charm person (as 5th-level spell), detect thoughts, hold person
3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern
Magic Items
Tasha’s Cauldron of Everything
This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if
your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can