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Returning 35 results for 'spell of rapier distance various'.
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Monsters
Monster Manual
Multiattack. The performer makes three Rapier attacks.
Rapier. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Rapier"}, reach 5 ft. Hit: 8 (1d8 + 4
);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Rapier", "rollDamageType":"Piercing"} Piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rapier", "rollDamageType
Monsters
Monster Manual
it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (round up) is transferred to
the guardian.
Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Spell Storing. A spellcaster who wears the guardian’s amulet can
Spells
Player’s Handbook
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the
Spells
Player’s Handbook
communicate in any languages aren’t affected by this spell.
Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can’t extend to other planes of existence.
Magic Items
Dungeon Master’s Guide
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it
Healing
69–75
Rowboat (12 feet long)
76–83
Spell Scroll containing one spell of level 1, 2, or 3 (your choice)
84–90
2 Mastiff;Mastiffs
91–96
Window (2
Spells
Player’s Handbook
sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.
You can send the message across any distance and even to other
, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.
Spells
Player’s Handbook
action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires
a Magic action followed by a 1-minute transformation.
If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.
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
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Spells
Player’s Handbook
Difficult Terrain.
When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has
the Prone condition, and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You
Magic Items
Dungeon Master’s Guide
after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.
Fan (Uncommon). If you are on a boat or ship, you can take a Magic action to
yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of
Spells
Player’s Handbook
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set
Monsters
Forgotten Realms: Adventures in Faerûn
has Disadvantage on attack rolls.Rapier. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Rapier"}, reach 5 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType
":"damage", "rollAction":"Rapier", "rollDamageType":"Piercing"} Piercing damage.
Drow Hand Crossbow. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Drow Hand Crossbow
Monsters
Acquisitions Incorporated
damage if he fails. He can't use this trait if he's incapacitated.
Second-Story Work. Climbing does not cost Viari extra movement. Additionally, when he makes a running jump, the distance he covers
with his shortsword and two attacks with his rapier.
+1 Shortsword. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"1 Shortsword"} to hit, reach 5 ft., one target
Monsters
Princes of the Apocalypse
is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Windharrow knows the following bard spells:
Cantrips (at will
, sending, tongues
4th level (2 slots): confusion, dimension doorMultiattack. Windharrow makes two melee attacks.
Rapier. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The warlock makes two Rapier attacks, or it uses Bewildering Word twice.
Rapier. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Rapier"} to hit
, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Rapier", "rollDamageType":"piercing"} piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType
Monsters
Storm King's Thunder
":"Rapier","rollDamageType":"piercing"} piercing damage.
Spellcasting. Othovir casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13; +5;{"diceNotation
Rapier. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction
Monsters
Vecna: Eve of Ruin
was tailored specifically for her and imbued with Tiamat’s power. When she dies, the coat functions as a Robe of Scintillating Colors.Multiattack. Windfall makes two Chromatic Rapier attacks and
uses Dragon’s Fury once.
Chromatic Rapier. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Chromatic Rapier"} to hit, reach 5 ft., one target. Hit: 11 (1d8
Monsters
Ghosts of Saltmarsh
Innate Spellcasting. Mr. Dory’s innate spellcasting ability is Charisma (save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell
":"damage","rollAction":"Water Dependency","rollDamageType":"acid"} acid damage at the end of every hour he goes without exposure to water.Multiattack. Mr. Dory makes three attacks with his rapier
Monsters
Waterdeep: Dragon Heist
at least 1 hit point remaining, the nimblewright regains 1 hit point when a mending spell is cast on it.
Sure-Footed. The nimblewright has advantage on Strength and Dexterity saving throws made
against effects that would knock it prone.Multiattack. The nimblewright makes three attacks: two with its rapier and one with its dagger.
Rapier. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
Monsters
Waterdeep: Dragon Heist
. Victoro has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Victoro is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15
, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Victoro has the following cleric spells prepared:
Cantrips (at will): guidance, light, mending
Monsters
Guildmasters’ Guide to Ravnica
is Intelligence (spell save DC 13). The thought spy can innately cast the following spells, requiring no components:
At will: charm person, disguise self, encode thoughts (see chapter 2)
1/day each
":"piercing"} piercing damage.
Rapier. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation
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
spellcasting ability is Charisma (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following
Equipment
More rarely, the orchids produce a smaller pod holding a single white seed. Among its various magical properties, if a white seed is ground and scattered over a dead body, the body is affected by the resurrection spell. A white ghost orchid seed has no effect if consumed.
Monsters
Guildmasters’ Guide to Ravnica
Counterflux Overcast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Counterflux Overcast"}. The blastseeker can create an additional effect immediately after casting a spell
. The blastseeker’s innate spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks
Star Spawn Seer
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
throw or be incapacitated until the end of its next turn.
Psychic Orb. Ranged Spell Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Psychic Orb"} to hit, range 120 feet, one
target. Hit: 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Psychic Orb","rollDamageType":"psychic"} psychic damage.
Collapse Distance (Recharge 6);{"diceNotation":"1d6","rollType
Ezmerelda d'Avenir
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Curse of Strahd
spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Ezmerelda has the
): darkvision, knock, mirror image
3rd level (3 slots): clairvoyance, lightning bolt, magic circle
4th level (1 slot): greater invisibilityMultiattack. Ezmerelda makes three attacks: two with her +1 rapier
Equipment
This book describes various mundane techniques and theories related to foiling magic traps. If you spend 48 hours studying this book, you learn how to overcome certain types of magic traps with your
thieves’ tools.
If a trap’s magic can be dispelled or suppressed by a dispel magic spell, you can make a Dexterity check using thieves’ tools to achieve the same result. The DC of
Magic Items
Tales from the Yawning Portal
DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
If you blow the whistle in darkness or
under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to
Jump
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You touch a creature. The creature's jump distance is tripled until the spell ends.
Magic Items
The Book of Many Things
The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting
focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is determined by the deck’s rarity.
In addition, while you’re holding the deck, you can draw a card
Backgrounds
Mythic Odysseys of Theros
While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you
excel.
Favored Event
d8
Favored Event
1
Marathon
2
Long-distance running
3
Wrestling
4
Boxing
5
Chariot or horse race
6
Pankration (mixed
Ulitharid
Legacy
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Monsters
Volo's Guide to Monsters
Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived
Magic Items
Princes of the Apocalypse
levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather
fall spell for yourself.
When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward
Shield Guardian Amulet
Legacy
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Magic Items
Icewind Dale: Rime of the Frostmaiden
The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A detect magic spell reveals a magical aura of enchantment around the amulet.
Every shield
its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A humanoid that