Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'speak of ranger doesn vary'.
Other Suggestions:
speak of ranges doesn vary
speak of ranges doesn vast
speak of range doesn very
speak of ranger down vast
speak of ranger does vast
Spells
Player’s Handbook
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options
.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn’t
Spells
Player’s Handbook
inscribes the object’s name on the sapphire. Each time you cast this spell, you must use a different sapphire.
Thereafter, you can take a Magic action to speak the object’s name and crush the
sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the object, crushing the sapphire doesn
Spells
Player’s Handbook
form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game
.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
Spells
Player’s Handbook
speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and
Monsters
Monster Manual
of the vampire’s Bite, the damage of which doesn’t end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.
Shape-Shift. If the vampire isn’t in
form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged.
While in mist form, the vampire
Spells
Player’s Handbook
memory of the event’s details, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the
’t altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the
Magic Items
Dungeon Master’s Guide
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.
Figurine of Wondrous
Feats
Forgotten Realms: Heroes of Faerûn
Origin Feat
You gain the following benefits.
Speak with Animals. You always have the Speak with Animals spell prepared and can cast it with any spell slots you have. Intelligence, Wisdom, or
switch places with a willing ally within 5 feet of yourself as part of that same action. This movement doesn’t provoke Opportunity Attack;Opportunity Attacks. You can’t use this benefit if the ally has the Incapacitated condition.
Species
Lorwyn: First Light
appearances vary widely. One boggart may look like a hedgehog, with spiky fur and beady eyes, while another might sport the snout and fleshy ears of a swine. Boggarts tend to love crafting potions and
Druids. A Lorwyn boggart might alternatively find a calling as a Ranger, especially the Fey Wanderer subclass, or as a Wizard, especially the Diviner subclass, as boggarts have proven fond of
Monsters
Eberron: Forge of the Artificer
Pack Tactics. The heir has Advantage on an attack roll against a creature if at least one of the heir’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
):
At Will: Druidcraft, Light, Speak with Animals
3/Day Each: Animal Friendship, Animal Messenger
1/Day: Ice StormCombining druidic magic with skill at handling natural and monstrous animals, the
Monsters
Forgotten Realms: Adventures in Faerûn
Flyby (Swan Form Only). The swanmay doesn’t provoke an Opportunity Attack action when it flies out of an enemy’s reach.Multiattack. The swanmay makes two attacks, using Beak, Longbow, or
Material components and using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Druidcraft, Speak with Animals (swan form only)
1/Day Each: Animal Friendship, Beast Sense, Spike
Magic Items
Forgotten Realms: Heroes of Faerûn
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
Wis
8
-1
-1
Cha
1
-5
-5
Immunities Poison; Exhaustion, Poisoned
Senses Passive Perception 9
Languages Understands Common but can’t speak
CR 0 (XP 0; PB +2)
Traits
Monsters
Astarion's Book of Hungers
can’t spend Hit Point Dice at the end of the rest and doesn’t regain Hit Points, Hit Point Dice, or spell slots at the end of the rest.
Tenacious Lore. Within 1 mile of the lair, flame
doesn’t burn written material.
If the infernalist dies or moves its lair elsewhere, these effects end immediately.Fire, Necrotic, PoisonShape-Shift. If the vampire isn’t in sunlight or
Magic Items
Forgotten Realms: Adventures in Faerûn
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
Wis
8
-1
-1
Cha
1
-5
-5
Immunities Poison; Exhaustion, Poisoned
Senses Passive Perception 9
Languages Understands Common but can’t speak
CR 0 (XP 0; PB +2)
Traits
Monsters
Spelljammer: Adventures in Space
half damage if it fails, provided it isn’t incapacitated.
Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a tiny pile of moondust, a cloud of
this way, and the shelter doesn’t inhibit 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
Monsters
The Book of Many Things
must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn’t need to breathe
, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb
monsters
Flyby. The death’s head doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.Brain-Rending Bite. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType
.
Death’s Heads
Death’s heads are disembodied, flying heads reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers
monsters
Flyby. The death’s head doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.Bite. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit
heads are disembodied, flying heads reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers related to the beings they once
monsters
Flyby. The death’s head doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.Brain-Rending Bite. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType
.
Death’s Heads
Death’s heads are disembodied, flying heads reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers
Monsters
The Book of Many Things
encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the
already has one active, the first orb disappears, freeing the creature inside.Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant.Force, Necrotic, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
The Book of Many Things
DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink
, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents
Pole of Collapsing
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Xanathar's Guide to Everything
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You
can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Monsters
The Book of Many Things
enough to contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use
creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside.Detention drones vary in size, strength, and shape, though most are shaped like some kind of
monsters
juggernaut takes Radiant damage or damage from a Critical Hit, this trait doesn’t function on the juggernaut’s next turn. The juggernaut dies only if it starts its turn with 0 Hit Points
and doesn’t regenerate.
Siege Monster. The juggernaut deals double damage to objects and structures.Multiattack. The juggernaut makes two attacks, using Executioner’s Blade or Crushing
monsters
creature cursed by its Haunter’s Spear. This trait doesn’t function if there are no remaining targets cursed in this way.Multiattack. The nightmare makes two Haunter’s Spear attacks. It can
, finishing a Long Rest doesn’t reduce the target’s Exhaustion level.
Exhausting Gaze. Wisdom Saving Throw: DC 16, one creature the nightmare can see within 60 feet. Failure: 14 (4d6
monsters
Flyby. The death’s head doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.Petrifying Bite. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to
hateful heads vary in description and state of decay, with some possessing supernatural powers related to the beings they once were. Roll twice on or choose results from the Death’s Head
Magic Items
Eberron: Rising from the Last War
When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your
outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.
Telepathic
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Tasha’s Cauldron of Everything
You awaken the ability to mentally connect with others, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You can speak
doesn’t give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you
feats
Player’s Handbook
. You can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that
language. Your communication doesn’t give the creature the ability to respond to you telepathically.
Detect Thoughts. You always have the Detect Thoughts spell prepared. You can cast it without a
Magic Items
Princes of the Apocalypse
, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath.
Monsters
The Book of Many Things
contain the creature. While encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar
a +2 bonus to the wearer’s AC if the drone is within 5 feet of the wearer.Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant.Poison
Drawmij's Instant Summons
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item’s name and crush the
sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the item, crushing the sapphire doesn’t
Monsters
Storm King's Thunder
: dancing lights, mage hand, message, thaumaturgy
1/day each: augury (cast as 1 action), bestow curse, cordon of arrows, detect magic, speak with dead, spirit guardiansThe Uthgardt are suspicious and
it doesn’t replace the normal components of a spell.
In addition to the spells that all Uthgardt shamans can cast, a shaman of a particular tribe gains additional spells based on tribal
Detect Thoughts
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of
inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you
Magic Items
Fizban's Treasury of Dragons
This gold statuette is carved in the likeness of a canary and is small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within
60 feet of you, the figurine becomes a living creature in one of two forms (you choose). If there isn’t enough space for the creature where it would appear, the figurine doesn’t become a