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Returning 35 results for 'before being deepest channeling range'.
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Spells
Player’s Handbook
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save
Sahuagin Baron
Legacy
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Monsters
Monster Manual (2014)
damage.
Trident. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4
shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The
Sahuagin Priestess
Legacy
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Monsters
Monster Manual (2014)
villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest
female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities.
Sahuagin are driven into a frenzy by the smell of fresh blood. As
Weird
Legacy
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Spells
Basic Rules (2014)
within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice
Monsters
Strixhaven: A Curriculum of Chaos
Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Tidal Strike"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage
. Binding and channeling these natural elements allow the professors to mold their environment to their needs, both for breathtaking performances and to control the fabric of a battlefield against their
Phantasmal Killer
Legacy
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Spells
Basic Rules (2014)
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw
Monsters
Bigby Presents: Glory of the Giants
14 Strength saving throw or have the prone condition.
Force Bolt. Ranged Spell Attack: +4;{"diceNotation":"1d20+4", "rollType":"spell", "rollAction":"Force Bolt"} to hit, range 30 ft., one target
-defense, channeling the power it absorbs into a magical blast to drive off predators.
If the fleece is shorn from the ram without damaging the creature, it can be made into a protective magical
Darkling
Legacy
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Monsters
Volo's Guide to Monsters
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage. If the darkling has
qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage.
Nature’s Wrath. Ranged Spell Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Nature's Wrath"} to hit, range 90 ft., one target. Hit: 9 (2d6 + 2) damage of a type
wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the world
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"to hit", "rollAction":"Web"} to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the
. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.PoisonChange Shape
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hit, range 120 ft., one target. Hit: 16 (3d8 + 3);{"diceNotation":"3d8+3", "rollType":"damage", "rollAction":"Spectral Fangs", "rollDamageType":"necrotic"} necrotic damage.
Invoke Nightmare (Recharges
after a Short or Long Rest). The yuan-ti taps into the nightmares of one creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears
Yuan-ti Nightmare Speaker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
following warlock spells:
Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation
1st–3rd level (2 3rd
). The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Weird 9th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to one minute Drawing on the deepest fears of a group of creatures, you create illusory
creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Weird 9th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to one minute Drawing on the deepest fears of a group of creatures, you create illusory
creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Chill Touch Necromancy Cantrip (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Channeling the chill of the grave, make a melee spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Chill Touch Necromancy Cantrip (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Channeling the chill of the grave, make a melee spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Phantasmal Killer 4th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You tap into the nightmares of a creature you can see within range
and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has
Phantasmal Killer Level 4 Illusion (Bard, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You tap into the nightmares of a creature you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has
Phantasmal Killer Level 4 Illusion (Bard, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You tap into the nightmares of a creature you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Phantasmal Killer 4th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You tap into the nightmares of a creature you can see within range
and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
that ventures from the ocean’s black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their
in battle, and all sahuagin bow down before these powerful barons.
Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god’s power
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
fleece’s magic for self-defense, channeling the power it absorbs into a magical blast to drive off predators. If the fleece is shorn from the ram without damaging the creature, it can be made into a
Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d6) force damage.
Reactions
Absorbent Fleece (Recharge 6). Immediately after the ram succeeds on a saving throw against a spell or a spell’s attack misses it, the ram can make one Force Bolt attack.
Brynn Metheney
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
As a Shifter, you have these special traits. Bestial Instincts. Channeling the beast within, you gain
proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival. Darkvision. You have Darkvision with a range of 60 feet. Shifting. As a Bonus Action, you can
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(1d4 + 2) slashing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with
two hands in melee.
Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
Shell Defense. The tortle withdraws into its shell. Until it emerges
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage.
Darkling Elder A wise and
respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If the ritual succeeds, the darkling
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place. Drow Arachnomancer
Medium Humanoid (Elf), Typically
Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
when it finishes a short or long rest. It knows the following warlock spells:
Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison
and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
at a time.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Spectral Fangs. Ranged Spell Attack: +5 to hit, range 120 ft
creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 22
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it. Spiritual Focus 3rd-level College of Spirits feature You employ tools that aid
you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
other svirfneblin to recognize Clan Goldwhisker’s right to remain in Blingdenstone. The Pudding King’s “Court” The so-called Pudding King holds court in the deepest sections of Blingdenstone. He was
channeling a terrible power, the Pudding King sits upon his throne with his “children” at his side, summoning ever more loyal subjects with each passing day. When he is ready, he will send them forth
Compendium
- Sources->Dungeons & Dragons->Monster Manual
deepest secrets and often control strange relics, mystical sites, and monstrous servants. Cultist Hierophant Medium or Small Humanoid, Neutral
AC 16 Initiative +8 (18)
HP 144 (17d8 + 68)
Speed 30 ft
. Ranged Attack Roll: +9, range 120 ft. Hit: 31 (4d12 + 5) Radiant damage.
Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17):
At Will: Thaumaturgy
1/Day Each: Jallarzi’s Storm of Radiance (level 7 version), Mass Suggestion
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place. Drow mages can be quite learned and skilled in magic. Some of them can
poisoned in this way.
Web (Giant Spider Form Only; Recharge 5-6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling’s absorbed light away from its body
rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Sorcerer Yes, that’s a fine idea. We should totally put that to a vote. Hey, that’s weird — my hands are starting to glow. Is anyone else seeing that? A sorcerer’s use of magic runs the range from
Personal Magic When you cast a spell, you go all in, channeling that magic through body and soul. Often, leftover magic from a casting manifests as a residual effect that can build up over
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the Sea Tritons are an amphibious people, at home in the water but mobile on dry land. Their bodies are covered in fine scales that range from yellowish-green through shades of blue to deep purple
unfocused and easily distracted, his potential scattered like seeds on stone. It wasn’t until a kraken rose from the ocean’s deepest depths and began a rampage that threatened Dalakos’s community that he






