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Returning 35 results for 'player action and his clear'.
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Magic Items
Dungeon Master’s Guide (2024)
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell’s customary knocking sound is replaced by the clear
Magic Items
Dungeon Master’s Guide (2024)
command words, each requiring a Magic action to use:
First Command Word. The box unfolds into a Rowboat.
Second Command Word. The box unfolds into a Keelboat.
Third Command Word. The Folding Boat
in the Player’s Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.
Magic Items
Dungeon Master’s Guide (2024)
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
in the area that aren’t being worn or carried are also pushed clear of the tower.
The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its
Magic Items
Dungeon Master’s Guide (2024)
.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun
its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hypnosis action, originating at a point within 120 feet of itself. It doesn’t need to see the effect’s point of origin.
Regional Effects
The island surrounding a morkoth’s lair is
warped by the creature’s presence, creating the following effects:
Alter Water. With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes
Monsters
Acquisitions Incorporated
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6);{"diceNotation":"2d6
can be any item found on the Adventuring Gear table in chapter 5, “Equipment,” of the Player’s Handbook. The item must be worth no more than 15 gp.Multiattack. The spy makes two melee
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear
destruction.Acid, Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't SilveredShadow Stealth. While in dim light or darkness, the abishai can take the Hide action.
Monsters
Princes of the Apocalypse
);{"diceNotation":"1d8","rollType":"damage","rollAction":"Drown","rollDamageType":"cold"} cold damage.In the Water Node
When it becomes clear that the Temple of the Crushing Wave is no longer secure, Gar
can take lair actions and has a challenge rating of 13. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level
Monsters
Tomb of Annihilation
of the King of Feathers and takes its turn immediately after it. The swarm disperses after 1 minute. It can’t use the Summon Swarm action while it is grappling a creature with its jaws.The
monstrous tyrannosaurus known as the King of Feathers is the undisputed lord of Omu. Most other dwellers of the Forbidden City live in fear of its thunderous approach and steer well clear of the amphitheater, its lair.
Magic Items
Mythic Odysseys of Theros
the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player’s Handbook, but with the following differences:
Mounting or dismounting a chariot
creature pulling it.
If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn.
Monsters
Tomb of Annihilation
Beluarian, and although he presents himself as an independent operator, he's in league with the Flaming Fist. Shago has led many Flaming Fist expeditions into the jungle to clear out undead, despite
threat from undead but, other than hiring guards to defend Port Nyanzaru, they won't pay to take effective action against it. His mother believes she's “recruited” him to keep an eye on the Flaming
Magic Items
Divine Contention
A fiery red crystal the size of a human palm.
Once per day as a bonus action, a villain can activate the ruinstone to undo one deed they have performed. The possibilities here are broad, but in
combat it’s simplest to allow them the opportunity to “rewind” one action and take it again, or to reroll a failed saving throw (if it can still take actions).
Each use of the
Magic Items
Acquisitions Incorporated
,” of the Player’s Handbook, or any similar item selected with the DM’s permission. The summoned item is transported to you from somewhere else in the world, but it is generic in
, it cannot be used again until the next dawn.
Recall Code. As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to
Magic Items
Tasha’s Cauldron of Everything
This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of
holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally
Backgrounds
Spelljammer: Adventures in Space
*
7
Neogi*
8
Space clown*
9
Vampirate*
10
Void scavver*
Feature: Wildspace Adaptation
You gain the Tough feat from the Player’s Handbook. In addition, you learned how
provided by magic) has disadvantage on the attack roll unless the weapon deals piercing damage.
Movement. A creature can use an action to push off something heavier than itself and move up to its walking
Monsters
Van Richten’s Guide to Ravenloft
the start of the inquisitor’s next turn. On the charmed target’s turn, the inquisitor can telepathically control the target’s move, action, or both. When controlled in this way, the
target can take only the Attack (inquisitor chooses the target) or Dash action.“Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will annihilate it
Monsters
Fizban's Treasury of Dragons
each: command, divination, hypnotic pattern, lesser restorationThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
Monsters
Fizban's Treasury of Dragons
: command, divination, greater restoration, hypnotic pattern, invisibilityThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a
clear crystalline points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency
Monsters
Mordenkainen Presents: Monsters of the Multiverse
successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three
prone.The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The zaratan
Monsters
Spelljammer: Adventures in Space
aloofness. They simply hover in silence. When a zodar finally performs some significant action, the reasons for that action aren’t always clear.
One interpretation of this behavior posits that
Classes
Xanathar's Guide to Everything
after day to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are
so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have
Monsters
Icewind Dale: Rime of the Frostmaiden
Build (Humanoid Form Only). The werebear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Shapechanger. The werebear can use its action to
ice floes. These polar werebears attack evil in the wilderness, but they steer clear of camps and settlements. Fire is Oyaminartok’s bane, and thus she and her kind are wary around hearths and open flames.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't SilveredColdFire
Monsters
Storm King's Thunder
spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control weather (cast as 1 action), water breathingWhen King Hekaton disappears, Princess Serissa finds herself
despite their size, they are capable of great feats of heroism. But Iymrith and Uthor have advised Serissa to steer clear of them. Uthor believes (incorrectly) that an alliance with the small folk
Classes
Xanathar's Guide to Everything
after day to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are
so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have
Spells
Elemental Evil Player's Companion
requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the
pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is
Magic Items
Acquisitions Incorporated
shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer’s map case noting a relevant shortcut . Your travel time is
through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest.
Map of the Moment
Starting at rank 3, you can use an action to make a DC 15
Backgrounds
Guildmasters’ Guide to Ravnica
footsteps of a Boros parent, succumbed to the persuasion of a charismatic recruiter’s lofty promises, or were drawn in by the prospect of a life of action.
Skill Proficiencies: Athletics
;m alone.
2
I see everything in clear-cut black and white.
3
I’m just a little fascinated by the ways of the Gruul.
4
I trust the chain of command more than anything &mdash
Monsters
Curse of Strahd
Deathly Choir. Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action
Tatyana's death and Strahd's curse. The ageless Patrina returned to Ravenloft in the hope of winning Strahd's love. This time, it was clear that Patrina craved Strahd's power and that Strahd would
Monsters
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1
Magic Items
Acquisitions Incorporated
valuables. Its innards are connected to a secure coffer within Head Office’s vault in Waterdeep, to which the satchel periodically transfers the franchise’s wealth. As an action, you can
you really don’t want to know about, there is no chance for the spell to end.
That Thing You Need
At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15
Monsters
Fizban's Treasury of Dragons
or uses its action to end it.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. The dragon exhales a cloud of spores in a 60-foot cone
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can
Monsters
Mythic Odysseys of Theros
being. As a result, a hungry chimera might appear out of a clear sky to pick off prey nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to
, and Tail Attacks tables replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result.
Body
Monsters
Mordenkainen Presents: Monsters of the Multiverse
below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ki-rin regains spent legendary actions at the start of its turn.
Move. The ki
), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:
Create Comforts. The ki-rin conjures up one or more permanent objects
Monsters
Fizban's Treasury of Dragons
underwater doesn't grant resistance against this damage.The dragon turtle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
Magic Items
Acquisitions Incorporated
throw. If it’s not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can’t use it again until you
within 5 feet of a creature killed within the past 24 hours, you can cast the augury spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature