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Returning 35 results for 'behave berries diffusing cast record'.
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Spells
Player’s Handbook
make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is
Spells
Player’s Handbook
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
, though you might get a different creature anyway (DM’s choice).
When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in
Mislead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
You
can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if
Magic Items
The Book of Many Things
. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your
reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll.
Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can’t be used again until the next dawn.
Berbalang
Legacy
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Monsters
Mordenkainen’s Tome of Foes
duplicate’s attacks is psychic damage.
Innate Spellcasting. The berbalang’s innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells
. Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to
Planar Ally
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that
creature, though you might get a different creature anyway (GM's choice).
When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a
Ritual Caster (Bard)
Legacy
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Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Ritual Caster (Warlock)
Legacy
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Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Monsters
Icewind Dale: Rime of the Frostmaiden
Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality.
The tiefling has the secret support of the
Ritual Caster (Druid)
Legacy
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Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Ritual Caster (Sorcerer)
Legacy
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Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Ritual Caster (Wizard)
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Ritual Caster
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Ritual Caster (Cleric)
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.
When you choose this feat, you
spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Magic Items
Acquisitions Incorporated
Also at rank 1, you are the beneficiary of a whisper jar — a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others’ stories and your own
cast that spell from the jar: detect evil and good, detect magic, detect poison and disease, find traps, identify, or locate animals or plants. This property of the whisper jar can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
.
On your character sheet, record all the features that your class gives you at 1st level.
Level Typically, a character starts at 1st level and advances in level by adventuring and gaining
level, on the assumption that your character has already survived a few harrowing adventures.
Record your level on your character sheet. If you’re starting at a higher level, record the additional
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
.
On your character sheet, record all the features that your class gives you at 1st level.
Level Typically, a character starts at 1st level and advances in level by adventuring and gaining
level, on the assumption that your character has already survived a few harrowing adventures.
Record your level on your character sheet. If you’re starting at a higher level, record the additional
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it
gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it
gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it
gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it
gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it
gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it
gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As a Magic
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
.
On your character sheet, record all the features that your class gives you at 1st level.
Level Typically, a character starts at 1st level and advances in level by adventuring and gaining
level, on the assumption that your character has already survived a few harrowing adventures.
Record your level on your character sheet. If you’re starting at a higher level, record the additional
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
recording on your character sheet: Attack rolls using weapons you’re proficient with Attack rolls with spells you cast Ability checks using skills you’re proficient in Ability checks using tools
you’re proficient with Saving throws you’re proficient in Saving throw DCs for spells you cast (explained in each spellcasting class) Your class determines your weapon proficiencies, your saving throw
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
couples sneak away into the woods in hopes of finding sweet berries and sweeter kisses. (ERIC DESCHAMPS) MYTHS OF KARAMETRA
Karametra rarely engages in legendary undertakings. It is her unshakable
blasphemies.
The Years of Rage. The tales about Karametra don’t specify what ignited the god’s rage in ancient times, but they do record that for a year, she tore down her own temples and refused to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
couples sneak away into the woods in hopes of finding sweet berries and sweeter kisses. (ERIC DESCHAMPS) MYTHS OF KARAMETRA
Karametra rarely engages in legendary undertakings. It is her unshakable
blasphemies.
The Years of Rage. The tales about Karametra don’t specify what ignited the god’s rage in ancient times, but they do record that for a year, she tore down her own temples and refused to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
couples sneak away into the woods in hopes of finding sweet berries and sweeter kisses. (ERIC DESCHAMPS) MYTHS OF KARAMETRA
Karametra rarely engages in legendary undertakings. It is her unshakable
blasphemies.
The Years of Rage. The tales about Karametra don’t specify what ignited the god’s rage in ancient times, but they do record that for a year, she tore down her own temples and refused to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ritual Caster Prerequisite: Intelligence or Wisdom 13 or higher You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in
the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.






