Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'begin before down cast reverting'.
Other Suggestions:
being before down cast repeating
being before down cast reporting
being before down cast reverting
being before down class revealing
being before down cause revealing
Spells
Player’s Handbook
action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires
Monsters
Tomb of Annihilation
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
, it can’t be used again until the next dawn.
Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once
Monsters
Princes of the Apocalypse
ability is Charisma (spell save DC 20, +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following spells
pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up
Zuggtmoy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Innate Spellcasting. Zuggtmoy’s spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
At will: detect magic, locate
-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen’s will. Their devotion might begin with the seemingly
Magic Items
Mythic Odysseys of Theros
rest. The creature can’t gain these benefits again until it finishes a long rest.
If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by
begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
the fringes of a society first test its defenses by stealing objects, and if these crimes go unpunished, they begin stealing people.
Enslaved creatures receive the worst treatment the goblins can dish
the tribe. If the creature is dimwitted, like a troll or ogre, the lower-class goblins give it obeisance, but before long the upper-class goblins begin to think that whoever can bend the ear of the
Magic Items
Tasha’s Cauldron of Everything
creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves’ tools. A knock spell cast on the
), it requires two attuned crew members to be inside the servant and spend their actions on 3 consecutive rounds performing the command. Should the crew members begin the process of entering the code
Magic Items
Tomb of Annihilation
–30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which
point the temperature in the area returns to normal at a rate of 10 degrees per minute.
You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cult Adventures The Cult Adventure Hooks table offers suggestions for story opportunities involving the cults. Cult Adventure Hooks d8 Adventure Hook 1 Children throughout town begin reciting
the same nursery rhyme, adding increasingly disturbing descriptions as the verses progress. No one knows where they learned the rhyme. 2 Shadows around the old asylum take on a deep, inky cast, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
House Xorlarrin destroy its enemies, starting with the dwarves who cast the drow out of Gauntlgrym. For their part, the drow are more interested in supporting Zalto’s plan to wage war on dragonkind, for
such a war would spell certain doom for the human, dwarven, and elven civilizations of the North — something the Xorlarrin drow desire above all else. By the time the characters begin their journey to
Magic Items
Infernal Machine Rebuild
must succeed on a DC 13 Wisdom (Animal Handling) check or have the octopuses panic and attack you.
83
You can cast the misty step spell three times. When you do, you must begin and end your
150 feet but lose all other movement.
You are blinded.
02
You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice.
All animals despise
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
trait. Starting at 5th level, you can also cast the water walk spell with it. Once you cast any of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You
Magic Items
The Book of Many Things
languages of your choice.
Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Campfire. You
unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
1 You deliver the verbal components of your spells in the booming voice of a titan. 2 For a moment after you cast a spell, the area around you grows dark and gloomy. 3 You sweat profusely while
casting a spell and for a few seconds thereafter. 4 Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth a spell. 5 If you are standing when you cast a spell, you
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Enacting the Plan Once the dark heart is in place, the ritual can begin. The adventurers and their allies take up a position not far from the dark heart, close to where the demons will appear. Where
exactly depends on the placement of the talisman and the adventurers’ own tactics and plans. They can use a sending spell to signal Vizeran to begin the ritual once the talisman is in place. (If none
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fifty years of Dungeons & Dragons history. The story spans many beloved settings and wondrous planes of existence. Its cast includes characters iconic to longtime fans. This adventure’s stakes involve
Ruin is a Dungeons & Dragons adventure optimized for four to six characters. Characters begin at 10th level and gain a level at the end of each of this book’s chapters. The characters are the heroes of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sides of the pit and use faerie fire spells to outline their intended targets before attacking with their pseudopods. The puddings cast Melf’s acid arrow spells at prey beyond their reach. 5b. Standing
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
destroyed in chapter 1, it is one of the eleven shadows here, all of which are invisible while they remain hidden in the normal shadows being cast by the wooden silhouettes. One of the shadows, larger
begin prancing around silently like mimes. If Gleam’s shadow is among them, it leaps onto the trapeze and swings from it. The shadows act as Endelyn’s spies and attack only if they feel threatened
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a
your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
noises when they shoot their spheres. Students joke that the spheres begin to look like gizzards, hence their name. Every term, students collect cast-off wizard gizzards that have grown too
. The sphere dissipates whenever it touches anything—a ray, a creature, or a hard surface, for example. These minor magic items have a short life span, and as they age, they begin to emit loud clucking
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
ensuring your characters develop strong personal reasons to continue to adventure, even if they begin their adventuring careers in the pursuit of wealth. Perhaps they want revenge on a despicable
for the castle to be rebuilt and buy enough diamonds to cast Resurrection for the ruler and their entire family.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
magic if a detect magic spell is cast upon it. Sounds from Beyond. A character who listens with an ear to the door will hear far-off music and happy singing, obviously coming from the other side of the
there, the floor beyond the door will begin to tilt downward, with the north end slowly sinking. If this occurs, quickly state how the floor is beginning to slant, and have the characters roll
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
determine what happens. Any spells cast by the vessel have a spell save DC of 17. One minute after the vessel is opened, it disappears. It reappears, sealed, in a random location on the same plane of
for 1 minute. The berserk creature must begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
M. Mad Mage of Mount Baratok This encounter can occur anywhere along the base of Mount Baratok. North of the mountain lake, the trees begin their steady climb up the slopes of Mount Baratok, its
shouts, “Tell your dark masters they can break my body, but never my spirit!” He then tries to escape. Under normal circumstances, a greater restoration spell cast on the Mad Mage would restore his wits
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tower’s new location, characters suddenly find that they can’t remember its old location clearly, or begin to wonder if it was in its current spot all along. If a character who entered the
night, starlight from a clear sky is bright enough for them to find their way through—and even bright enough for the sundial in area 1 to cast a shadow. However, anyone with a passing familiarity of the
Equipment
area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All creatures
within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Equipment
the area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All
creatures within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
souls that would soon begin to join Athreos in death. Unwilling to spend eternity sorting the endless stream of dead mortals themselves, the other gods did give Athreos a place among them, as well as
charging him with his impossible task. They also offered him a measure of hope. The gods cast Athreos’s offerings back into the mortal world in the form of five coins. They promised Athreos that, once
Equipment
the area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All
creatures within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Equipment
area animate and try to kill them while softly whispering “Guilty, guilty, guilty...” Once destroyed, the creatures don’t cast a shadow for 24 hours.
25–26
All creatures
within 60 feet gain the Invisible condition for 1 minute or until they attack or cast a spell.
27–28
Tendrils of life flow from the nearest creature to others. It must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to execute a grand plan or be prepared for an imminent event. A campaign structured around the player characters as champions of Klothys might cast them as anarchists, prophets, or vigilantes
so requires extreme measures. Klothys rarely reveals her plans. The characters might begin the campaign by following a prophecy to a far-off land or interpreting infrequent omens to learn of nearby
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
tower’s new location, characters suddenly find that they can’t remember its old location clearly, or begin to wonder if it was in its current spot all along. If a character who entered the
night, starlight from a clear sky is bright enough for them to find their way through — and even bright enough for the sundial in area 1 to cast a shadow. However, anyone with a passing familiarity of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
family’s rivals, which were not thus gifted. The birth prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans always use
charmed, and magic can’t put it to sleep.
Innate Spellcasting. The draegloth’s innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells






