Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'security of range destroys volume'.
Other Suggestions:
security of ranger destroy value
security of ranger destroy volume
security of rangers destroy value
security of rage destroy value
security of ranger destroys value
Magic Items
Dungeon Master’s Guide
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The
central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.
Retrieving an item from the haversack
Magic Items
Dungeon Master’s Guide
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of
item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the
Spells
Player’s Handbook
discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a
Spells
Player’s Handbook
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing—not
globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.
Spells
Player’s Handbook
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by
your message.
When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something
Spells
Player’s Handbook
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
Spells
Player’s Handbook
An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be
destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Spells
Player’s Handbook
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot
. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.
A creature moving through the sheet of frigid air for the first time
Spells
Player’s Handbook
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous
a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.
If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly
Magic Items
Stranger Things: Welcome to the Hellfire Club
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The
central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.
Retrieving an item from the haversack
Monsters
Candlekeep Mysteries
control at all times. He dresses in pompous finery and an oversized red hat. He speaks precisely, but in a volume so low that it forces people to pay close attention to him.
Personality Trait. &ldquo
assistance, Lord Viallis will surely take over Waterdeep one day.”
Flaw. “My standing makes it important that nothing happen to me. If it’s necessary that others sacrifice themselves for my security, so be it.”
Monsters
Quests from the Infinite Staircase
;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Laser Beam"} to hit, range 120 ft., one target. Hit: 16 (4d6 + 2);{"diceNotation":"4d6+2", "rollType":"damage", "rollAction":"Laser Beam
condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.Combat robots are designed for security or military action. They make able sentries
Bag of Holding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of
extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed
Monsters
Ghosts of Saltmarsh
trident.
Trident. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation
":"piercing"} piercing damage if used with two hands to make a melee attack.
Hooked Net. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Hooked Net"} to hit, range 10/30
Monsters
Phandelver and Below: The Shattered Obelisk
Crossbow"} to hit, range 100/400 ft., one target. Hit: 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Heavy Crossbow", "rollDamageType":"piercing"} piercing damage.Parry. When an
’ Alliance, a group of allied political powers along the Sword Coast concerned with mutual security and prosperity. The order ensures the safety of the cities and other settlements of Faerû
Magic Items
Lost Laboratory of Kwalish
to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The
created by a bag of holding, a Heward's handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside
Monsters
Storm King's Thunder
","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6","rollType":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage
the net (AC 12) destroys the net and frees the target.Frost giants are creatures of ice and snow, with hair and beards of pale white or light blue, and flesh as blue as glacial ice. They respect only
Monsters
Guildmasters’ Guide to Ravnica
damage on a successful one. The explosion ignites flammable objects that aren’t being worn or carried, and it destroys the scorchbringer.Light Hammer. Melee or Ranged Weapon Attack: +4
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Light Hammer"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Light
Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The
by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature
Heward's Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The
by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature
Kuo-toa
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Spear
attack.
Net. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Net"} to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature
Monsters
The Book of Many Things
Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction
up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or
Monsters
Infernal Machine Rebuild
":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"piercing"} piercing damage, and
carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 12 Dexterity saving throw to avoid Barbatos's touch.
If the object
Species
Mordenkainen Presents: Monsters of the Multiverse
feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.
Tortles exhibit the same range of coloration and patterns found among turtles
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"to hit", "rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Dagger", "rollDamageType
, chitines make good workers, and they can be useful if the cult finds an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the cult destroys
Green Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated
Flame. Ranged Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Hurl Flame"} to hit, range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage
Minor Illusion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its
Magic Mouth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature
.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that
Resilient Sphere
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed
. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Energy Ray. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"spell", "rollAction":"Energy Ray"} to hit, range 60 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3", "rollType
the most powerful of draconians, their entire being thrumming with eldritch power. Unlike other draconians, auraks are wingless. This might lull foes into a false sense of security, until the auraks
Monsters
Vecna: Eve of Ruin
"} radiant damage.
Reproving Ray. Ranged Spell Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Reproving Ray"} to hit, range 120 ft., one target. Hit: 65 (9d12 + 7
Weave favors those who act with mercy and compassion, seeks to deliver lives of security for all, and bolsters people’s efforts when they seek to right wrongs and combat evil.
Nowhere are
Orthon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
","rollAction":"Infernal Crossbow"} to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3);{"diceNotation":"2d10+3","rollType":"damage","rollAction":"Infernal Crossbow","rollDamageType":"piercing"} piercing
successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Waterdeep: Dungeon of the Mad Mage
Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to
dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the