Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bearing bigger diffusing casting rules'.
Other Suggestions:
being badger diffusing crafting rules
being binder diffusing crafting rules
being bitter diffusing calling rules
being bigger diffusing chasing rites
being bigger diffusing chasing runes
Monsters
Bigby Presents: Glory of the Giants
Cloud Rune. The giant has a cloud rune inscribed on a mask in its possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its
Thunderous Clap action and Negate Spell reaction.
The mask bearing the cloud rune has AC 15; 45 hit points; and immunity to necrotic, poison, and psychic damage. The mask regains all its hit points at
Magic Items
Icewind Dale: Rime of the Frostmaiden
Weave that can be harnessed for various purposes. For example, Netherese mages used mythallars to keep their cities aloft and empower their magic items. The bigger the mythallar, the more magic it can
rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master&rsquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the
later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthik
Monsters
The Book of Many Things
"} poison damage.Delour the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Boss Augustus;Augustus. Delour’s honeyed words and calculating mind make
more complex challenges the guild can take on as it grows in power. His only real fear is exposure; the bigger and more active the Moonstalkers become, the more likely they are to attract the attention
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, mirror imageFae Counterspell. The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6);{"diceNotation":"3d6
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
urged her to seek out the Black Sword. Avarice didn’t know who or what the Black Sword was until she was approached by cultists of Levistus bearing swordlike shards of chardalyn worn as pendants
races
Spelljammer: Adventures in Space
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When
Monsters
Fizban's Treasury of Dragons
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
importance that might have bearing on future sessions, such as the name of an NPC you created on the fly or a critical piece of information the characters learned. During a game session, you can use your
foreshadowing easier because you can reread your notes from earlier game sessions and identify things that could resurface in upcoming sessions, giving past events greater weight or a bigger payoff
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
importance that might have bearing on future sessions, such as the name of an NPC you created on the fly or a critical piece of information the characters learned. During a game session, you can use your
foreshadowing easier because you can reread your notes from earlier game sessions and identify things that could resurface in upcoming sessions, giving past events greater weight or a bigger payoff
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
importance that might have bearing on future sessions, such as the name of an NPC you created on the fly or a critical piece of information the characters learned. During a game session, you can use your
foreshadowing easier because you can reread your notes from earlier game sessions and identify things that could resurface in upcoming sessions, giving past events greater weight or a bigger payoff
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Use the mage stat block in the Monster Manual to represent this goblin, adding
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This section provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This section provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This chapter provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This chapter provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This section provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of
information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of
information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This chapter provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects. Each spell description begins with a block of
information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies
whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spells This chapter gives rules for casting spells. It also includes descriptions of common spells in the worlds of Dungeons & Dragons. Those spells are used by many class features, magic items, and monsters.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies
whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies
whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
move through the debris without penalty. Quartz pillars found throughout the Lost Level shed bright light in a 20-foot radius and dim light for an additional 20 feet. Casting a successful dispel
. The quartz pillars aren’t load-bearing, and their destruction won’t trigger a roof collapse. Characters who have the Stonecunning trait can discern this fact by examining the pillars (no check required).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spells This chapter gives rules for casting spells. It also includes descriptions of common spells in the worlds of Dungeons & Dragons. Those spells are used by many class features, magic items, and monsters.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spells This chapter gives rules for casting spells. It also includes descriptions of common spells in the worlds of Dungeons & Dragons. Those spells are used by many class features, magic items, and monsters.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
move through the debris without penalty. Quartz pillars found throughout the Lost Level shed bright light in a 20-foot radius and dim light for an additional 20 feet. Casting a successful dispel
. The quartz pillars aren’t load-bearing, and their destruction won’t trigger a roof collapse. Characters who have the Stonecunning trait can discern this fact by examining the pillars (no check required).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
move through the debris without penalty. Quartz pillars found throughout the Lost Level shed bright light in a 20-foot radius and dim light for an additional 20 feet. Casting a successful dispel
. The quartz pillars aren’t load-bearing, and their destruction won’t trigger a roof collapse. Characters who have the Stonecunning trait can discern this fact by examining the pillars (no check required).
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Kruthik Hive Lord A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the
largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord — a bigger and smarter kruthik with the ability to spray digestive
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Kruthik Hive Lord A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the
largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord — a bigger and smarter kruthik with the ability to spray digestive






