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Returning 9 results for 'before bow down cantrip repeats'.
Other Suggestions:
before bow down cantrips retreats
before bow down cantrip reverts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Archery 19–23 Enspelled Armor (cantrip or level 1 spell) 24–28 Enspelled Weapon (cantrip or level 1 spell) 29–33 Gauntlets of Ogre Power 34–38 Javelin of Lightning 39–43 Mariner’s Armor 44–48 Mithral
–14 Belt of Giant Strength (fire) 15–17 Belt of Giant Strength (frost or stone) 18–19 Dancing Sword 20–22 Demon Armor 23–25 Dragon Scale Mail 26–28 Dwarven Plate 29–31 Dwarven Thrower 32–34 Energy Bow
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target repeats the saving throw
most often seen bearing bow- and spear-wielding goblins into battle, or perhaps kobolds or deep gnomes (all three appear in the Monster Manual), but they might also transport other Small folk. Ogre
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
troglodytes begin to bow down and chant loudly, as if worshiping the characters. They try to catch the attention of the drow in area 2c, hoping this display will anger the drow and prompt them to attack the
cantrip and pressing its spectral fingers into the keystone’s indentation opens the gate for 1 minute. Characters must be 9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wizard cantrip of your choice.
When you reach Rogue level 10, you learn another Wizard cantrip of your choice.
Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have
Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once you use this benefit, you can’t use it again until you
Wizard spell list or any combination thereof (see a class’s section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage.
Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
pieces they need to identify the missing word, but casting a mending cantrip on the wall repairs the damage and reconstructs the missing word. If the characters don’t have access to the mending
cantrip, a divination spell or similar magic can be used to learn the missing word. Treasure. Adventurers who search the uppermost chamber find a bag of beans in a small pile of rubbish. Y27. Music Hall
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Finding the secret door into area 14 requires a successful DC 12 Wisdom (Perception) check. Cuppa the Parrot. When anyone enters the cabin, the parrot immediately wakes, squawks, repeats “Pieces of eight
Mate’s Cabin This cabin occupies half the stern section on this deck, with one bulkhead running along the centerline of the ship. Along this bulkhead, leading up in the direction of the bow, is an
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tie down cargo, as a heavyset, bearded captain calls out orders. Looking across the bow, you see tall spires of rock emerging through the storm — and the ship is headed straight toward them
(Sleight of Hand) check to use some kind of rope-and-hook setup to hoist up the backpack. A mage hand cantrip can also be used to retrieve the pack, and the players might come up with other suitable ideas






