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Returning 35 results for 'pulling action and his chime'.
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podling action and his choice
Magic Items
Dungeon Master’s Guide
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
, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.
Spells
Player’s Handbook
to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as
up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Magic Items
Vecna: Eve of Ruin
This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the Banishment spell (spell save DC 20). If the target of the spell has 50 hit points
or fewer, it automatically fails its saving throw. Once the chime has been used to cast the spell, it can’t be used this way again until the next dawn.
Magic Items
Mythic Odysseys of Theros
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.
The chariot’s riders and creatures pulling the chariot gain a +1 bonus to their AC.
If this magic chariot is pulled by one or more flying creatures, it too can fly.
CHARIOTS
Chariots and
Magic Items
Out of the Abyss
cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Magic Items
Out of the Abyss
(Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Monsters
Vecna: Eve of Ruin
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 borthak regains spent legendary actions at the start of its turn
siphon heat from the ground. A borthak’s body is so efficient at pulling the heat from its surroundings that it can transform a small, temperate glen into a frigid, slushy bog. Native plants and
Spells
Elemental Evil Player's Companion
throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the
restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature
Magic Items
Phandelver and Below: The Shattered Obelisk
small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening
You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere rapidly grows into a stout
Chime of Opening
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock
. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Cloak of the Manta Ray
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Cloak of Elvenkind
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Cloak of Invisibility
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours
Levitate
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such
or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Daern's Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word
monsters
Compelled Contest. The reveler can’t refuse a contest of skill with Musical Instruments. As an Influence action, a creature can make a Charisma (Performance) check using a Musical Instrument
an accompanying swarm of bees. Drum revelers play drums or cymbals, and the world shakes to their beat. Bell revelers play some variety of bell, chime, or gong, and the ringing overtakes all other
Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word
Equipment
This heavy metal contraption can be used to hurl a barbed hook at the surface of a solid object within 20 feet of you, latching onto it and pulling you toward the target. The hook can be hurled using
a bonus action, and it requires an action to wind it back in before you can use it again. You can hurl the hook using only one hand, but it requires two hands to wind the hook back in. If the
feats
with an attack using a tetherhook or whip, you can use a bonus action to attempt to disarm the creature of a shield, or of one item it is holding. Make a Strength or Dexterity check (your choice
) contested by the target’s Strength check. If you succeed, the item is dropped on the ground midway between you and the creature.
You can use your whip or tetherhook to grab items weighing less than 1 lb within the reach of your weapon, pulling them back to your person.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Chime of Opening Wondrous Item, Rare 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, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Chime of Opening Wondrous Item, Rare 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, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the Banishment spell (spell save DC 20). If the target of the spell has 50 hit points
Sending Vecna Back The Chime of Exile is Alustriel’s property and ultimately can send Vecna back to Oerth, interrupting his ritual. The interruption would dissipate the secret-based magic Vecna is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the Banishment spell (spell save DC 20). If the target of the spell has 50 hit points
Sending Vecna Back The Chime of Exile is Alustriel’s property and ultimately can send Vecna back to Oerth, interrupting his ritual. The interruption would dissipate the secret-based magic Vecna is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Chime of Opening Wondrous Item, Rare 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, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chime of Opening Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Chime of Opening Wondrous Item, Rare 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, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chime of Opening Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chime of Opening Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chime of Opening Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Toll the Dead Necromancy Cantrip (Cleric, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and
the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
speed of the slowest 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. Flying Chariot
(RYAN ALEXANDER LEE)
Flying Chariot Wondrous item, rare The chariot’s riders and creatures pulling the chariot gain a +1 bonus to their AC. If this magic chariot is pulled by one or more flying creatures, it too can fly
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
speed of the slowest 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. Flying Chariot
(RYAN ALEXANDER LEE)
Flying Chariot Wondrous item, rare The chariot’s riders and creatures pulling the chariot gain a +1 bonus to their AC. If this magic chariot is pulled by one or more flying creatures, it too can fly
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
) Bludgeoning damage.
Pulling a lever of the Clockwork Trebuchet requires the Utilize action. Then a creature can take the Trebuchet Stone action.
Baldur’s Gate (North) The siege weapon in Baldur’s Gate’s defense zone (see Map 1.2) is a trebuchet mechanized by priests of Gond. Pulling a single lever loads and aims the trebuchet. Clockwork
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
) Bludgeoning damage.
Pulling a lever of the Clockwork Trebuchet requires the Utilize action. Then a creature can take the Trebuchet Stone action.
Baldur’s Gate (North) The siege weapon in Baldur’s Gate’s defense zone (see Map 1.2) is a trebuchet mechanized by priests of Gond. Pulling a single lever loads and aims the trebuchet. Clockwork
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cloak of the Manta Ray Wondrous item, uncommon While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.