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                        Returning 35 results for 'range switch'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around
                                                
                                            
                                                
                                                     sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior
                                                
                                            
                                                
                                                     within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Illumination. Trenzia sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. She can switch between the options as an action.
Magic
                                                
                                            
                                                
                                                     Lightning Ray twice.
Lightning Ray. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Lightning Ray"} to hit, range 30 ft., one target. Hit: 10 (3d6);{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     target’s arms and legs switch places, preventing the target from moving unless it crawls.
51–55
The target’s arms become tentacles with fingers on the ends, increasing its reach by
                                                
                                            
                                                
                                                     whip.
66–70
The target’s entire eyes turn black, and it gains darkvision out to a range of 120 feet.
71–75
The target swells, tripling its weight.
76–80
The
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     additional 15 feet. It can switch between the options as an action.
Magic Resistance. The priest has advantage on saving throws against spells and other magical effects.
Rejuvenation. If the priest is
                                                
                                            
                                                
                                                     Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Fire Ray"} to hit, range 30 ft., one target. Hit: 10 ((3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Fire Ray
                                                
                                            
                                        
                                                    Flameskull
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action
                                                
                                            
                                                
                                                    ): fireballMultiattack. The flameskull uses Fire Ray twice.
Fire Ray. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Fire Ray"} to hit, range 30 ft., one target. Hit: 10 (3d6
                                                
                                            
                                        
                                                    Clairvoyance
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around
                                                
                                            
                                                
                                                     use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
                                                
                                            
                                        
                                                    Project Image
                                                    
    
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        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion
                                                
                                            
                                                
                                                    , you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the
                                                
                                            
                                        
                                                    Telekinesis
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no
                                                
                                            
                                                
                                                     contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic
                                                
                                            
                                        
                                                     Spells
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you
                                                
                                            
                                                
                                                     use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.
Gusts. A wind picks up within
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Clairvoyance Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes
 Range: 1 mile
 Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass
                                                
                                            
                                                
                                                     eye for seeing)
 Duration: Concentration, up to 10 minutes
 You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Clairvoyance Level 3 Divination (Bard, Cleric, Sorcerer, Wizard) Casting Time: 10 minutes
 Range: 1 mile
 Components: V, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass
                                                
                                            
                                                
                                                     eye for seeing)
 Duration: Concentration, up to 10 minutes
 You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Mislead 5th-level illusion Casting Time: 1 action Range: Self Components: S Duration: Concentration, up to 1 hour You become invisible at the same time that an illusory double of you appears where
                                                
                                            
                                                
                                                     gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Mislead 5th-level illusion Casting Time: 1 action Range: Self Components: S Duration: Concentration, up to 1 hour You become invisible at the same time that an illusory double of you appears where
                                                
                                            
                                                
                                                     gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Clairvoyance 3rd-level divination Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration
                                                
                                            
                                                
                                                    : Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Telekinesis 5th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by
                                                
                                            
                                                
                                                     thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Clairvoyance 3rd-level divination Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration
                                                
                                            
                                                
                                                    : Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
                                                
                                            
                                                
                                                     create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell
                                                
                                            
                                                
                                                    Telekinesis Level 5 Transmutation (Sorcerer, Wizard) Casting Time: Action
 Range: 60 feet
 Components: V, S
 Duration: Concentration, up to 10 minutes
 You gain the ability to move or manipulate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell
                                                
                                            
                                                
                                                    Telekinesis Level 5 Transmutation (Sorcerer, Wizard) Casting Time: Action
 Range: 60 feet
 Components: V, S
 Duration: Concentration, up to 10 minutes
 You gain the ability to move or manipulate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Telekinesis 5th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by
                                                
                                            
                                                
                                                     thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
                                                
                                            
                                                
                                                     create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     rulership and move to the swamp’s edge to attack intruders detected in area 11a. If enemies close to melee range, the drow switch to melee weapons. If one drow elite warrior falls in battle, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can
                                                
                                            
                                                
                                                    Control Winds 5th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can
                                                
                                            
                                                
                                                    Control Winds 5th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     radius and dim light for an additional 15 feet. It can switch between the options as an action.
 Magic Resistance. The flameskull has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                    
 3rd level (1 slot): fireball
 Actions
 Multiattack. The flameskull makes two attacks with its Fire Ray.
 Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    , which unlocks the door to area 20. The bookshelves hold hundreds of tomes covering a range of topics including history, warfare, and alchemy. There are also several shelves containing first-edition
                                                
                                            
                                                
                                                     collected works of poetry and fiction. The books rot and fall apart if taken from the house. Secret Door A secret door behind one bookshelf can be unlocked and swung open by pulling on a switch disguised to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     out to 60 feet for 24 hours. If you already have Darkvision, its range is extended by 60 feet for the same duration. Positive Reinforcement. Drinking a pint of this beverage gives you Resistance to
                                                
                                            
                                                
                                                     Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it’s poured. Enlarging the Facility. You can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     monster’s challenge rating. As another option, you can switch any of the damaging eye rays in the Monster Manual to an effect with a different damage type, such as replacing the enervation ray with a
                                                
                                            
                                                
                                                     combustion ray that deals fire damage instead of necrotic damage. Unless otherwise indicated, an alternative ability has the same range as the eye ray it is replacing, and it affects only one creature per
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
                                                    
                                                
                                            
                                                     damage dealt beyond the minion’s hit point maximum becomes overkill damage. Overkill damage can be applied to a second minion who has the same stat block as the target and is in overkill range (see
                                                
                                            
                                                
                                                    , when a weapon attack deals 18 damage to a minion with a hit point maximum of 5, the overkill damage is 13. If there are three additional minions of the same stat block in overkill range, they can all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
 Magic Resistance. The flameskull has advantage on saving throws
                                                
                                            
                                                
                                                    ): blur, flaming sphere
 3rd level (1 slot): fireball
 Actions
 Multiattack. The flameskull uses Fire Ray twice.
 Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                      The target’s skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1). 
   46–50  The target’s arms and legs switch places, preventing the target from moving
                                                
                                            
                                                
                                                     its walking speed by 10 feet. 
   61–65  The target grows a whiplike tail, which it can use as a whip. 
   66–70  The target’s eyes turn black, and it gains darkvision out to a range of 120 feet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     only name Glaive has ever known, and fellow blades don’t dare call her anything else. Mournland adventurers, however, refer to the terrifying commander by another name: Kill Switch. Glaive Medium
                                                
                                            
                                                
                                                    , or 14 (1d10 + 9) piercing or slashing damage if Glaive is in overdrive.
 Serrated Bolt. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 13 (3d6 + 3) piercing damage. If Glaive has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     the Sea Tritons are an amphibious people, at home in the water but mobile on dry land. Their bodies are covered in fine scales that range from yellowish-green through shades of blue to deep purple
                                                
                                            
                                                
                                                     might switch names freely as they shift gender identities. Female Names: Amathe, Gnorcys, Leurybia, Margomestra, Nereones, Oleia, Samathe, Saphiro, Tethene, Theaneia, Thectra Male Names: Bysseus, Cetos
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     usually end a fight quickly. 
   3  You fight with your off hand at the start of a battle, so that your opponent sets their defenses and attacks to one side. Then you quickly switch hands at the most
                                                
                                            
                                                
                                                     opportune moment, making your foe wonder what other tricks you might play. 
   4  Swearing, name-calling, political satire — you do it all. You make use of a range of down-and-dirty fighting epithets
                                                
                                            
                                        





