Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before beyond doesn casting replace'.
Other Suggestions:
before beyond doesn casting replaced
before beyond doesn casting replica
before beyond down calling replaced
Spells
Player’s Handbook
question.
Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In
finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Spells
Player’s Handbook
be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells.
If you cast the spell more than once before
finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Monsters
Monster Manual
Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
condition.
Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet.Multiattack. The lion makes two Rend attacks. It can replace one attack with a use of Roar.
Rend. Melee
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack.
Bite. Melee Attack Roll: +13;{"diceNotation":"1d20+13
(2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"bite", "rollDamageType":"Fire"} Fire damage. Being underwater doesn’t grant Resistance to this Fire damage.
Tail. Melee Attack Roll
Spells
Player’s Handbook
Omen
For Results That Will Be...
Weal
Good
Woe
Bad
Weal and woe
Good and bad
Indifference
Neither good nor bad
The spell doesn’t account for circumstances, such
as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Feats
Player’s Handbook
maximum of 20.
Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.
Casting in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your
Monsters
Monster Manual
. It can replace one attack with a use of Infernal Tail.
Searing Fork. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Searing Fork"}, reach 10 ft. Hit: 15 (2d8
", "rollDamageType":"Necrotic"} Necrotic damage, and the target receives an infernal wound if it doesn’t have one. While wounded, the target loses 10 (3d6);{"diceNotation":"3d6", "rollType":"roll
Spells
Player’s Handbook
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting
Contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the
Monsters
Monster Manual
Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and the ally doesn’t have the
Incapacitated condition.Multiattack. The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.
Bite (Wolf or Hybrid Form Only). Melee
Spells
Player’s Handbook
You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly
sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the object, crushing the sapphire doesn
Monsters
Monster Manual
Hells.
Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the
"}. The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire.Fire, PoisonCold
Magic Items
Dungeon Master’s Guide
Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Feats
Player’s Handbook
Ritual tag to the spells always prepared with this feature.
Quick Ritual. With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended
time for a Ritual. Doing so doesn’t require a spell slot. Once you cast the spell in this way, you can’t use this benefit again until you finish a Long Rest.
Equipment
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with
burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.
Magic Items
Dungeon Master’s Guide
.
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
Magic Items
Dungeon Master’s Guide
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
Kas, provided the sword is within 30 feet of the spell’s caster. Upon casting Wish, the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
, it also casts Confusion centered on itself. The spell uses the creature’s spellcasting ability and doesn’t require Concentration.
If the arch-hag is destroyed or moves its lair elsewhere
Spells
Player’s Handbook
creatures you can see immunity to a single spell or other magical effect for 8 hours.
Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
Magic Items
Dungeon Master’s Guide
Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
Monsters
Heroes of the Borderlands
combination. It can replace one attack with a use of Drink Life.
Necrotic Sword. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Necrotic Sword"}, reach 5 ft. Hit: 6 (1d8 + 2
Points equal to the Necrotic damage taken.Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. After dying and returning from the grave, a wight
Monsters
Eberron: Forge of the Artificer
Magic Resistance. The warden has Advantage on saving throws against spells and other magical effects.Multiattack. The warden makes two Arcane Whip attacks. It can replace one attack with a use of
storehouses, and even its infamous prison, Dreadhold. Some also serve as agents of the mysterious Ghorad’din, a secretive group of assassins and spies little known beyond the members of the house. Kundarak wardens are adept at bypassing security measures as well as reinforcing them.
Monsters
Lorwyn: First Light
Magic Resistance. The incarnation has Advantage on saving throws against spells and other magical effects.Multiattack. The incarnation makes two Vine attacks and uses Radiant Blast. It can replace
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
":"Explosive Core", "rollDamageType":"Fire"} Fire damage.
Rolling Mass. The spore doesn’t need to expend extra movement to move through Difficult Terrain.Multiattack. The spore makes four Tendril
, ancient forests, and miasmic lagoons touched by Abyssal evil.
A spore of Moander has no grand agenda beyond spreading death and sorrow. Still, cultists of Moander look on these terrible creatures
Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
Spellcasting.
Cursed Blade. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Cursed Blade"} (with Advantage if the target doesn’t have all its Hit Points
Monsters
Forgotten Realms: Adventures in Faerûn
Flyby (Wyvern or Hybrid Form Only). The werewyvern doesn’t provoke an Opportunity Attack action when it flies out of an enemy’s reach.Multiattack. The werewyvern makes three attacks
, using Javelin or Rend in any combination. It can replace one of these attacks with one Stinger attack.
Javelin (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7
Monsters
Lorwyn: First Light
Ephemeral Movement. The incarnation can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attack;Opportunity Attacks. It
through an empty village.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of nature are beyond the ken of most mortal beings
Monsters
Forgotten Realms: Adventures in Faerûn
dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving
finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of finishing
Monsters
Forgotten Realms: Adventures in Faerûn
deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only
creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of
Monsters
Forgotten Realms: Adventures in Faerûn
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
dracoliches, magically bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and
Monsters
Forgotten Realms: Adventures in Faerûn
three attacks, using Corrosive Burst or Paralyzing Touch in any combination. He can replace two attacks with a use of Spellcasting.
Corrosive Burst. Melee or Ranged Attack Roll: +13;{"diceNotation
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
Monsters
Forgotten Realms: Adventures in Faerûn
Magic Resistance. Manshoon has Advantage on saving throws against spells and other magical effects.Multiattack. Manshoon makes three Arcane Burst attacks. He can replace two attacks with a use of
. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s
Monsters
Forgotten Realms: Adventures in Faerûn
in any combination. It can replace two attacks with a use of Spellcasting.
Slam. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Slam"}, reach 10 ft. Hit: 12 (3d4
damage and the target has the Charmed condition for 1 minute or until Zlan dies. While Charmed, the target doesn’t act as an ally to any creature. Success: Half damage only. Failure or Success: Zlan
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond
nonmagical means.
Restless Sleep. When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t
Monsters
Forgotten Realms: Adventures in Faerûn
dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep
creature doesn’t reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
Monsters
Forgotten Realms: Adventures in Faerûn
Babir makes two Marine Burst attacks. She can replace one of these attacks with a Tail attack.
Marine Burst. Melee or Ranged Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction
a cunning mind. Biha Babir is politically savvy and prefers to outsmart her opponents rather than battle them, though she doesn’t shy from combat if necessary.
Biha Babir covets opulence, but






