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Returning 35 results for 'before being dealing casting reborn'.
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Monsters
Monster Manual
dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if
the penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon.
The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.Pseudopod. Melee Attack
Monsters
Monster Manual
);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Corrosive Form", "rollDamageType":"Acid"} Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing
any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the
Monsters
Tales from the Yawning Portal
","rollDamageType":"acid"} acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its
penalty drops to −5, the weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage.
The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in
Monsters
Keys from the Golden Vault
reactions per round but only one per turn.
Elemental Rebuke. In response to being hit by an attack, Charmayne utters a word in Ignan, dealing 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
see, leaving a harmless cloud of ash and embers in the space she just left.
Fiery Counterspell. Charmayne interrupts a creature she can see within 60 feet of herself that is casting a spell. If the
Gnome
Legacy
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Species
Basic Rules (2014)
;s loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mage’s familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow
over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about
Monsters
Mordenkainen's Fiendish Folio Volume 1
peppered with a parental attitude toward strangers. Another is a mirthful sybarite with an unfettered love of food, drink, and romance. When dealing with the forlarren, the only constant is the malleable
into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak
Monsters
Vecna: Eve of Ruin
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
response to being hit by an attack, Vecna utters a fell word, dealing 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Fell Rebuke", "rollDamageType":"necrotic"} necrotic damage to
Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Magic Resistance. The fractine has advantage on saving throws against spells and other magical effects.
Scrying Focus. A spellcaster can use the fractine as a substitute focus when casting the
of itself behind. The destruction of a fractine is accompanied by a loud sound reminiscent of shattering glass.
A fractine attacks by falling on its targets, dealing damage as it passes through them
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter
Monsters
Fizban's Treasury of Dragons
magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Monsters
Fizban's Treasury of Dragons
in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Death Ward 4th-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours You touch a creature and grant it a measure of protection from death. The first time the target
would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Death Ward 4th-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours You touch a creature and grant it a measure of protection from death. The first time the target
would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Death Ward Level 4 Abjuration (Cleric, Paladin) Casting Time: Action
Range: Touch
Components: V, S
Duration: 8 hours
You touch a creature and grant it a measure of protection from death. The
effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Death Ward Level 4 Abjuration (Cleric, Paladin) Casting Time: Action
Range: Touch
Components: V, S
Duration: 8 hours
You touch a creature and grant it a measure of protection from death. The
effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Shadow of Moil 4th-level necromancy Casting Time: 1 action Range: Self Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp) Duration: Concentration, up to 1 minute Flame
dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Alter Self Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You alter your physical form. Choose one of the
to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Alter Self Level 2 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You alter your physical form. Choose one of the
to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Jim’s Magic Missile 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, R (1 gp) Duration: Instantaneous Any apprentice wizard can cast a boring old magic missile. Sure, it
missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Web Level 2 Conjuration (Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a mass of sticky
flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point
webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the
pudding with a melee attack roll takes 4 (1d8) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative −1
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
) acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the
weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage.
The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Instinctive
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prismatic Wall 9th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet
through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending
without expending extra movement to do so.
Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prismatic Wall 9th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet
through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. 2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Transmute Rock 5th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (clay and water) Duration: Until dispelled You choose an area of stone or mud that you can see that
creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bigby’s Hand Level 5 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (an eggshell and a glove)
Duration: Concentration, up to 1 minute
You create a Large
. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bigby’s Hand Level 5 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (an eggshell and a glove)
Duration: 1 Minute
You create a Large hand of
hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier. Interposing Hand. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Transmute Rock 5th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (clay and water) Duration: Until dispelled You choose an area of stone or mud that you can see that
creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
required to use an arcane focus when casting a spell. But if you’re a wandslinger, you’re more comfortable with a focus in your hand. Casting a spell without a focus takes effort. There’s no mechanical
. Instead of dealing with the demands of a patron, you might receive requests from your former commander or your comrades from the war. Ultimately, it’s about the story you want to tell with your






