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Returning 35 results for 'bat burning diffusing combine record'.
Xvart Warlock of Raxivort
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray
Low Cunning. The xvart can take the Disengage action as a bonus action on each of
its turns.
Raxivort's Blessing. When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points.
Raxivort's Tongue. The xvart can communicate with ordinary bat;bats and rat
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Raxivort’s Blessing. When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points.
Raxivort’s Tongue. The xvart can communicate with ordinary bat;bats and rat
;rats, as well as giant bat;giant bats and giant rat;giant rats.Multiattack. The xvart makes two Scimitar or Raxivort’s Bite attacks.
Scimitar. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
Monsters
Icewind Dale: Rime of the Frostmaiden
fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality.
The tiefling has the secret support of the
. The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force.Cold, Fire
Minotaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmasters’ Guide to Ravnica
The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes.
They combine a burning fury in battle with keen
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
check of their choice, chosen from the following options: Dexterity (Sleight of Hand), Intelligence (Arcana), or Wisdom (Animal Handling). Record the check totals for each team member, then combine them
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
check of their choice, chosen from the following options: Dexterity (Sleight of Hand), Intelligence (Arcana), or Wisdom (Animal Handling). Record the check totals for each team member, then combine them
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
check of their choice, chosen from the following options: Dexterity (Sleight of Hand), Intelligence (Arcana), or Wisdom (Animal Handling). Record the check totals for each team member, then combine them
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fireball Level 3 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Delayed Blast Fireball Level 7 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 150 feet
Components: V, S, M (a ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute
A
collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Guard, Merchant, Noble, Sage, Scribe Wisdom Acolyte, Farmer, Guard, Guide, Hermit, Sage, Sailor, Scribe, Wayfarer Charisma Acolyte, Charlatan, Entertainer, Hermit, Merchant, Noble, Wayfarer Record
gives proficiency in two skills and with one tool. Record this information on your character sheet. Your class also gives proficiencies. Check your class description in chapter 3 and note the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Guard, Merchant, Noble, Sage, Scribe Wisdom Acolyte, Farmer, Guard, Guide, Hermit, Sage, Sailor, Scribe, Wayfarer Charisma Acolyte, Charlatan, Entertainer, Hermit, Merchant, Noble, Wayfarer Record
gives proficiency in two skills and with one tool. Record this information on your character sheet. Your class also gives proficiencies. Check your class description in chapter 3 and note the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Guard, Merchant, Noble, Sage, Scribe Wisdom Acolyte, Farmer, Guard, Guide, Hermit, Sage, Sailor, Scribe, Wayfarer Charisma Acolyte, Charlatan, Entertainer, Hermit, Merchant, Noble, Wayfarer Record
gives proficiency in two skills and with one tool. Record this information on your character sheet. Your class also gives proficiencies. Check your class description in chapter 3 and note the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
5. Choose Equipment Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All
character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in the Equipment section. Record your AC on your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
5. Choose Equipment Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All
character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in the Equipment section. Record your AC on your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
5. Choose Equipment Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All
character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in the Equipment section. Record your AC on your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Familiar Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Familiar Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Familiar Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Familiar Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Familiar Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Familiar Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual
Range: 10 feet
Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Detailed NPCs Flesh out NPCs who play prominent roles in your adventures. You can use the accompanying NPC Tracker to record information as you determine these six elements of your NPC: Name You’ll
you like, you can roll 1d6 to determine which table to choose a name from, then roll 1d12 to get a name. You can also alter or combine names, pull from a book of names, or use a name inspired by a movie






