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Returning 35 results for 'provided action and his carries'.
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Magic Items
Dungeon Master’s Guide (2024)
This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.
Magic Items
Dungeon Master’s Guide (2024)
You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it.
Four sizes of Carpet
is halved if it carries more than its normal capacity.
Applicable Carpet Sizes
1d100
Size
Capacity
Fly Speed
01–20
Carpet of Flying (3 ft. x 5 ft.);3 ft. × 5 ft.
200 lb.
80
Magic Items
Dungeon Master’s Guide (2024)
Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table).
Additionally, you can focus your senses as a Magic action to discern the distance
and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can’t be used again until the next dawn.
Dragon
Resistance
Magic Items
D&D Free Rules (2024)
Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn’t
someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15
Magic Items
D&D Free Rules (2024)
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
.
Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or
Spells
Player’s Handbook
Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing
the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and
Magic Items
Dungeon Master’s Guide (2024)
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
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
Acquisitions Incorporated
Champion Challenge (Recharges after a Short or Long Rest). As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a
carries an actual toothbrush (named Percival) and actual floss at all times.
Those who know Donaar quickly come to recognize that the braggadocio that defines him involves a certain amount of artifice
Monsters
The Wild Beyond the Witchlight
Special Equipment. Zarak carries a potion of invisibility.Multiattack. Zarak makes two Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
. Zarak halves the damage he takes from an attack made against him, provided he can see the attacker.Zarak is an assassin without honor or conscience. Unusually short of stature for someone of orcish
Monsters
Out of the Abyss
","rollAction":"Leadership Die"} to its roll provided it can hear and understand Horgar. A creature can benefit from only one Leadership die at a time. This effect ends if Horgar is incapacitated.
Enlarge
concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Parry. Horgar adds 2 to his AC against one melee attack that would hit him. To do so, Horgar must see the attacker and be wielding a melee weapon.
Dragon's Breath
Legacy
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Spells
Xanathar's Guide to Everything
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the
creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half
Magic Items
Guildmasters’ Guide to Ravnica
A Pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it.
As an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature
Monsters
Tyranny of Dragons
step
War Magic. When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.
Weapon Bond. Provided his longsword is on the same plane, Dralmorrer can
take a bonus action to teleport it to his hand.Multiattack. Dralmorrer attacks twice, either with his longsword or dagger.
Longsword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
Monsters
Princes of the Apocalypse
Action Surge (Recharges after a Short or Long Rest). Drannin takes an additional action on his turn.
Brute. A melee weapon deals one extra die of its damage when Drannin hits with it (included in
the new roll.
Second Wind (Recharges after a Short or Long Rest). Drannin can use a bonus action to regain 16 (1d10 + 11);{"diceNotation":"1d10+11","rollType":"roll","rollAction":"Second Wind"} hit
Monsters
Baldur’s Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action.
Focus. If Rilsa damages a creature with a weapon attack, she gains advantage
on attack rolls against that target until the end of her next turn.
Tactical Leadership. As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn’t
Monsters
Storm King's Thunder
Cunning Action. On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action.Shortsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
","rollAction":"Hand Crossbow","rollDamageType":"piercing"} piercing damage. Narth carries twenty crossbow bolts.
Roleplaying Information
Narth sells gear to adventurers, and he also has an
Horn of Silent Alarm
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Xanathar's Guide to Everything
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Monsters
Bigby Presents: Glory of the Giants
prone condition, the cat can make a Bite attack against it as a bonus action.
Fade Away. The grinning cat magically becomes invisible for 1 hour or until it attacks, gradually fading away over the
course of its turn. It can choose to leave part of its body visible, such as its tail, its head, or its grinning mouth. Any equipment the cat wears or carries is invisible with it.Grinning cats are
Spells
Elemental Evil Player's Companion
direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the
flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Monsters
Waterdeep: Dungeon of the Mad Mage
Superior Invisibility. As a bonus action, Otto can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment Otto wears or carries is invisible with it
the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Monsters
Baldur’s Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action.
Dagger Thrower. Nine-Fingers adds double her proficiency bonus to the
earned her a reputation of thoughtful pragmatism. When necessary, she seeks revenge for offenses against the Guild—provided doing so is profitable. Her methods are vicious when necessary, and she
Monsters
The Wild Beyond the Witchlight
Superior Invisibility. As a bonus action, Sir Talavar can magically turn invisible until his concentration ends (as if concentrating on a spell). Any equipment Sir Talavar wears or carries is
of its turns to determine its behavior during the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The
Monsters
Waterdeep: Dragon Heist
Special Equipment. Jalester carries a badge of the Watch.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Jalester can regain 16 (1d10 + 11);{"diceNotation":"1d10+11","rollType
Monsters
The Wild Beyond the Witchlight
"} necrotic damage. Using an action to sprinkle a pound of salt on the snail deals 1d4;{"diceNotation":"1d4","rollType":"damage","rollAction":"Salt Osmosis","rollDamageType":"necrotic"} necrotic
the salt rubs off), provided the snail has not withdrawn into its shell.Slam. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target
Spells
Xanathar's Guide to Everything
, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Tiny Servant for its statistics.
As a bonus action, you can mentally command the creature if it
is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the
Monsters
Candlekeep Mysteries
strong ties to the Inner Planes and the blood of genies flowing through their veins. Like the marids of the Elemental Plane of Water, Zikran is turbulent and unpredictable.
He carries a handheld magic
(losing initiative ties), Zikran uses his handheld device to fire the cannon at one creature he can see, provided the creature is in the basement or on the staircase. Zikran’s target must make a
Spells
Elemental Evil Player's Companion
, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Magic Items
Waterdeep: Dragon Heist
minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of
existence and your attunement to the badge hasn’t ended.
As an action, the Open Lord can touch the badge and end your attunement to it.
Monsters
Baldur’s Gate: Descent into Avernus
Goring Rush. Immediately after using the Dash action, Torogar can make one melee attack with his horns.
Labyrinthine Recall. Torogar can perfectly recall any path he has traveled.
Rage (Recharges
after a Short or Long Rest). As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early if Torogar is knocked unconscious or if his turn ends and he hasn't attacked a
Monsters
Candlekeep Mysteries
like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical
inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and
Backgrounds
Spelljammer: Adventures in Space
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
Tales from the Yawning Portal
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Duergar Resilience. The spy has advantage on saving throws against poison, spells
Short or Long Rest). The spy magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the spy wears or carries is invisible with it.
Poison
Monsters
Bigby Presents: Glory of the Giants
itself by spending 5 feet of its movement. As an action, a creature within reach of the tick can try to detach the tick, doing so with a successful DC 13 Strength check.
Blood Drain. The tick deals 10
(2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Blood Drain", "rollDamageType":"necrotic"} necrotic damage to one creature it is physically attached to, provided that creature
Monsters
Waterdeep: Dragon Heist
paintings and causes its subject to spring forth, becoming a creature of that kind provided its CR is 3 or lower. The creature appears in an unoccupied space within 5 feet of the painting, which becomes
dies or falls unconscious.
Taunt (2/Day). Kalain can use a bonus action on her turn to target one creature within 30 feet of it. If the target can hear Kalain, the target must succeed on a DC 12
Monsters
Out of the Abyss
attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Scimitar of Speed. Viln wields a scimitar of speed and can make one attack with it as a bonus action on her turn. All of
","rollAction":"Scimitar of Speed","rollDamageType":"slashing"} slashing damage on a hit.
Poisoned Daggers. Viln carries four daggers coated with purple worm poison (see “Poisons” in chapter 8 of