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Returning 35 results for 'slot of rend distance vines'.
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Spells
Player’s Handbook
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained
condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll
Spells
Player’s Handbook
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
the ally doesn’t have the Incapacitated condition.
Water Breathing (Water Only). The spirit can breathe only underwater.
Actions
Multiattack. The spirit makes a number of Rend attacks equal
Magic Items
Dungeon Master’s Guide
.
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
level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC
Spells
Player’s Handbook
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.
Ensnaring Strike
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Spells
Player’s Handbook (2014)
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or
be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by
Podling
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monsters
Van Richten’s Guide to Ravenloft
unsuspecting victims with their vines or accept captives brought to them by their podling servants. In either case, they drag creatures into their central pod, where potent chemicals render the captive
relishes exposing its skin to the sun. It resents clothing and hair.
4
The podling often reacts as if some unseen force is speaking to it, staring into the distance or nodding.
5
The
Monsters
The Wild Beyond the Witchlight
wounded in the last 24 hours, and it knows the distance and direction to its quarry as long as the two of them are on the same plane of existence.Multiattack. The jabberwock makes two Rend attacks.
Rend
. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Rend"} to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction
Magic Items
Waterdeep: Dungeon of the Mad Mage
the edges of the hull in all directions for a distance equal in length to the vessel’s beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the
creatures can walk on the ship’s decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to
Ki-rin
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Monsters
Volo's Guide to Monsters
restoration, mass cure wounds, scrying
6th level (1 slot): heroes' feast, true seeing
7th level (1 slot): etherealness, plane shift
8th level (1 slot): control weather
9th level (1 slot): true
idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much
Spells
D&D Beyond Drops
.
Radiant Damage. The target can see only within 15 feet of itself, and it has the Blinded condition for everything beyond that distance until the end of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
Spirit Guardians
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Spells
Basic Rules (2014)
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are
) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Spells
Fizban's Treasury of Dragons
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th
until the spell ends.
Actions
Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
Rend. Melee Weapon Attack: your
Command
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Spells
Basic Rules (2014)
aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Monsters
Eberron: Rising from the Last War
, if available, to move as far as its speed allows away from Belashyrra.
Rend Reality (Costs 3 Actions). Belashyrra rips at the bonds of reality in its immediate area. Each creature within 10 feet of
Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12);{"diceNotation":"3d12","rollType":"damage","rollAction":"Rend Reality","rollDamageType":"force"} force damage and gain
feats
to an unoccupied space you can see within a distance equal to half your Speed instead.
Nature’s Roots. You always have the Entangle spell prepared. You can cast it once without a spell slot
Glyph of Warding
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Spells
Basic Rules (2014)
another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common
triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large
or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of
Ioun Stone
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Magic Items
Basic Rules (2014)
to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell
Spells
Tasha’s Cauldron of Everything
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th
).
Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.
Dreadful Scream (1/Day). The spirit screams. Each
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the
Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth’s isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and
lair actions:
Cast a Spell. The morkoth casts darkness, dispel magic, or misty step, using Intelligence as its spellcasting ability and without expending a spell slot.
Hypnotize. The morkoth uses its
Animate Objects
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Spells
Basic Rules (2014)
speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining
bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Spells
The Book of Many Things
target is haunted, you and the spirit sense the direction and distance to the target if it is on the same plane of existence as you. Additionally, if the target starts its turn within 10 feet of the
dies, the spirit disappears, or the spirit uses this action again.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the reaper spirit stat block.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the
.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll: Bonus equals your spell attack
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot
the chosen damage type until the spell ends.
Actions
Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
Rend. Melee
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell
only underwater.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half this spell’s level (round down).
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Piercing damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot’s level for the
spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell
using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
effectively only 15 feet, while jumping from low to high is effectively 25 feet. Crumbling remains of the parapets shorten the distance by another 5 feet, but landing on one of those thin surfaces requires a
successful DC 13 Dexterity (Acrobatics) check; a jumper who fails that check slips off the stone and falls into the gorge (a 100-foot drop). Hanging Vines Hundreds of vines hang below the bridge