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Returning 35 results for 'take hard like'.
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Spells
Player’s Handbook
The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the
take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
Spells
Player’s Handbook
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some
other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures
Magic Items
Dungeon Master’s Guide
This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature.
If you
drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.
Spells
Player’s Handbook
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover
Magic Items
Dungeon Master’s Guide
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Magic Items
Dungeon Master’s Guide
floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter
Magic Items
Dungeon Master’s Guide
This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50
action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
Magic Items
Dungeon Master’s Guide
. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
Magic Items
Dungeon Master’s Guide
This staff has 10 charges.
Insect Cloud. While holding the staff , you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating
from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect
Spells
Player’s Handbook
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one
what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of
Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and
returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
Magic Items
Dungeon Master’s Guide
magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
Spells
Player’s Handbook
imperceptible.
Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm.
You can create any floor plan you like for the dwelling, but it
their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can’t attack or take any action that would directly harm another
Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn.
Terrify. While holding the rod, you can take a Magic action
Magic Items
Dungeon Master’s Guide
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
at dawn. While holding the book, you can take a Magic action to cast one of the spells (save DC 20) on the following table. The table indicates how many charges you must expend to cast the spell
Magic Items
Dungeon Master’s Guide
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you
Magic Items
Dungeon Master’s Guide
functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.
A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Magic Items
Dungeon Master’s Guide
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Is there a hard limit on how many Short Rests characters can take in a day, or is this purely up to the DM to decide? The only hard limit on the number of Short Rests you can take is the number of hours in a day. In practice, you’re also limited by time pressures in the story and foes interrupting.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
If you have a feature like Cunning Action or Step of the Wind, can you take the Dash action more than once on your turn? If you can take the Dash action as a Bonus Actions, nothing in the rules
prevents you from taking the Dash action with your regular action too. The same principle holds when you use a feature like Action Surge; you could use both of your actions to take the Dash action.
Magic Items
Stranger Things: Welcome to the Hellfire Club
Speaking Stones come in pairs, with each stone carved to match the other.
While you touch one stone, you can take a Magic action to send a short message of 25 words or fewer to the bearer of the
other stone. That creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The stones enable creatures to understand the meaning
Equipment
Camouflage looks like a Beast or Monstrosity, such as an owlbear. To discern that you’re disguised, a creature must take the Study action to inspect your appearance and succeed on a DC 10
Monsters
Lorwyn: First Light
the following effect. Dexterity Saving Throw: DC 12. Failure: The armor takes a -1 penalty to the AC it offers. The target can take an action to remove the penalty from its armor.Noggles don’t
-like Fey that delight in thievery and mischief. They enjoy stealing from other creatures not out of necessity, but out of principle. This principle can be summarized by a common Sylvan expression that
Monsters
Lorwyn: First Light
/DeafnessThe incarnations of vibrance each resemble a titanic canine with a body of colorful foliage and horns like the branches of a blossoming cherry tree. When vibrance incarnations are in Lorwyn
of nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the
Monsters
Forgotten Realms: Adventures in Faerûn
only), Dispel Magic, Invisibility
1/Day Each: Control Weather, Plane ShiftLegendary Action Uses: 3. Immediately after another creature’s turn, Biha Babir can expend a use to take one of the
typically presents as a marid crowned in coral, with her lower half lengthening into a sinewy, eel-like tail.
History
Before becoming ruler of Maran Saya, Biha Babir worked as a spy. She has
classes
Float Like a Butterfly, Sting Like a Bee
Pugilists who practice the Sweet Science hit hard, fast, and often. These Pugilists sometimes battle for the entertainment of the upper classes, but just as often duke it out in back alleys and bars where their next breath depends on a knockout.
Monsters
Strixhaven: A Curriculum of Chaos
", "rollType":"damage", "rollAction":"Quantum Strike", "rollDamageType":"force"} force damage if the fractal is Medium or bigger.To an untrained eye, a fractal mascot looks like a creature made from
facets of hard light. But arithmancers know that these fractals are actually living equations: artificial life forms created by extrapolating magic from the mathematical patterns in nature.
Because of
Monsters
Candlekeep Mysteries
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
whenever a villager touches a hard surface. The villagers are also cold to the touch, which can be ascertained only through physical contact. A character who succeeds on a DC 15 Wisdom (Insight) check
Monsters
Spelljammer: Adventures in Space
see within 30 feet of itself. The target must succeed on a DC 13 Dexterity saving throw or take 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Magical Discharge","rollDamageType
":"force"} force damage and be stunned until the end of its next turn.A jammer leech is a barnacle-like creature that begins life as a space-dwelling spore that attaches to the hull of a spelljamming ship
Potion of Poison
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If
you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6
Sacred Flame
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for
magic-items
When you drink this potion, you take 2d4 Necrotic damage. For 1 hour, you have Resistance to Radiant damage, and whenever you deal damage with your Unarmed Strike, it can deal your choice of Necrotic
damage or its normal damage type.
This potion is thin and gray. It smells vaguely unpleasant but tastes like nothing at all.
Equipment
Nunchaku are martial melee weapons composed of two hard batons connected to one another by a short chain or tether. They have the finesse, versatile (1d8), and Special: Flourish properties, and deal
1d6 bludgeoning damage on a hit.
Special: Flourish. When you are wielding the nunchaku in two hands and take the Attack action on your turn, you can attempt to flourish with the weapon immediately
Equipment
objects are found in caches where they are often stacked like plates in a restaurant. But discoveries are few and far between, and merchants are sure to drive a hard bargain.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny