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Returning 35 results for 'space of ring dagger verbal'.
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Monsters
Monster Manual
Air Form. The stalker can enter an enemy’s space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so.
Invisibility. The stalker has the
Saving Throw: DC 14, one Large or smaller creature in the stalker’s space. Failure: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Vortex", "rollDamageType":"Thunder
Magic Items
Dungeon Master’s Guide
. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any
spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Monsters
Monster Manual
Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube’s Engulf and has Disadvantage on the
. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space
Magic Items
Dungeon Master’s Guide
through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied.
Ring of Elemental Command (Fire);Fire. You know Ignan, and you
Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the
Magic Items
Dungeon Master’s Guide
While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself
. If you fail to command it, the djinni defends itself against attackers but takes no other actions.
After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes
Magic Items
Dungeon Master’s Guide
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You
can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in
Magic Items
Dungeon Master’s Guide
the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85
A creature
appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
Monsters
Monster Manual
Escape"} days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage on ability checks and saving throws, and the
. Until the curse ends, the target can’t cast spells with a Verbal component, and when it speaks, it says the opposite of what it means.Legendary Action Uses: 3 (4 in Lair). Immediately after
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
. 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
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
Spells
Player’s Handbook
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
Magic Items
Dungeon Master’s Guide
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one
serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows
Monsters
Eberron: Forge of the Artificer
Hustle. The troubleshooter can move through the space of any creature that is of a larger size, but it can’t stop there.
Multiattack. The troubleshooter makes two Poisoned
Dagger attacks.
Poisoned Dagger. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poisoned Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 5
Monsters
Eberron: Forge of the Artificer
Multiattack. The enforcer makes three Dagger attacks. It can replace one attack with a use of Lightning Cage if available.
Dagger. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
":"to hit", "rollAction":"Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4", "rollType":"damage", "rollAction":"Dagger", "rollDamageType":"Piercing"} Piercing damage
Magic Items
Netheril’s Fall
While holding this brass handbell, you can take a Magic action to ring it and summon a Terran Magen (see appendix B). The magen appears in an unoccupied space you choose within 30 feet of yourself
Monsters
Tomb of Annihilation
Special Equipment. Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or percieved through magical scrying sensors. While attuned to and wearing the ring, Artus
ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. He can move through the space of a Medium or larger creature.
Brave. He has advantage on saving throws against being frightened.
Spellcasting. Manafret Cherryport is a 9th
, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Teleporter Ring. Manafret wears a teleporter ring (see
Monsters
Waterdeep: Dragon Heist
","rollDamageType":"piercing"} piercing damage while mounted.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","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":"piercing"} piercing damage.
Light Crossbow. Ranged Weapon Attack: +4
Kobold Scale Sorcerer
Legacy
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Monsters
Volo's Guide to Monsters
against the spell.
Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
Pack Tactics. The kobold has advantage on an
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit
Monsters
Waterdeep: Dragon Heist
Special Equipment. Mirt wears bracers of defense and a ring of regeneration. He wields a longsword, +1 and a dagger, +1.
Brute. A melee weapon deals one extra die of its damage when Mirt hits with
incapacitated and Mirt doesn’t have disadvantage on the attack roll.Multiattack. Mirt makes three attacks: two with his +1 longsword and one with his +1 dagger.
+1 Longsword. Melee Weapon
Monsters
Tomb of Annihilation
plant, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn’t impair the
chwinga’s blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter’s space, but is otherwise
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. Mookie can move through the space of a Medium or larger creature.
Brave. Mookie has advantage on saving throws against being frightened.
Unarmored Defense. While she is wearing
no armor and wielding no shield, her AC includes its Wisdom modifier.
Teleporter Ring. Mookie wears a teleporter ring (see “Teleporter Rings”).Multiattack. Mookie makes three unarmed
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. Havia can move through the space of a Medium or larger creature.
Brave. Havia has advantage on saving throws against being frightened.
Unarmored Defense. While she is wearing
no armor and wielding no shield, her AC includes its Wisdom modifier.
Teleporter Ring. Havia wears a teleporter ring (see “Teleporter Rings”).Multiattack. Havia makes three unarmed strikes
Monsters
Princes of the Apocalypse
, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature's space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing
DC 12). Until the grapple ends, the target is restrained, and the fathomer can't constrict another target.
Dagger (Human Form Only). Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
Monsters
Curse of Strahd
Fey Ancestry. Kasimir has advantage on saving throws against being charmed, and magic can't put Kasimir to sleep.
Treasure. Kasimir wears a ring of warmth
Spellcasting. Kasimir is a 9th-level
","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
Ring of Shooting Stars
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2
Magic Items
Basic Rules (2014)
This ring is linked to the Elemental Plane of Earth.
While wearing this ring, you have advantage on attack rolls against earth elementals, and they have disadvantage on attack rolls against you. In
addition, you have access to properties based on the Elemental Plane of Earth.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of
Monsters
Waterdeep: Dragon Heist
ring of truth telling (see appendix A). He wields a rapier, +3 and carries a portable hole and a wand of web. His hat is adorned with a feather of diatryma summoning (see appendix A).
Evasion. If he is
":"piercing"} piercing damage.
Flying Dagger. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Flying Dagger"} to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6