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Returning 35 results for 'being before druid creature rarity'.
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being before druids creature rarely
bring before drik creature rarely
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bring before druids creature rarely
behind before druids creature rarely
Magic Items
Dungeon Master’s Guide
spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom
the next dawn. The spells use your spellcasting ability and spell save DC.
Instruments of the Bards
Instrument
Rarity
Spells
All
—
Fly, Invisibility, Levitate, Protection
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its
Magic Items
Dungeon Master’s Guide
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of
Magic Items
Dungeon Master’s Guide
the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85
A creature
appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points
Magic Items
Dungeon Master’s Guide
on Initiative rolls.
Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic
damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this damage is transformed into green slime (see chapter 3) that covers the ground in its
Magic Items
Dungeon Master’s Guide
Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it.
The type of stone determines its rarity and effects.
Ioun Stone of Absorption
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Monsters
Eberron: Forge of the Artificer
hunters, typically humans or orcs, often work alongside Druid;Druids of the Gatekeepers, and occasionally with Aberrant Cultist;Aberrant Cultists of the Dragon Below.Mark of Tharashk. The hunter magically
marks one creature it can see within 150 feet. The mark lasts for 1 hour, until the target dies, or until the hunter uses this Bonus Action again. While the target is marked in this way, the hunter has
Magic Items
Forgotten Realms: Adventures in Faerûn
as that persona when targeted by magic to determine your creature type, alignment, or location.
The type of pin determines its rarity and effects.
Silver Harper Pin. When you attune to this pin, you
When you attune to this pin, choose a Harper persona (see the Forgotten Realms: Heroes of Faerûn for examples), including an alignment and a creature type. While wearing this pin, you register
Magic Items
Tasha’s Cauldron of Everything
saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells
Circle of the Moon
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Classes
Player’s Handbook (2014)
they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar
over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blinded until the start of the druid’s next turn.
Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: beast
natural wonders of their domains. They seldom interact with folk away from their druid groves and shrines, unless there is a great threat to the natural order or to a nearby community. An archdruid
Lizardfolk Shaman
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Monsters
Monster Manual (2014)
, +4;{"diceNotation":"1d20+4","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). The lizardfolk has the following druid spells prepared:
Cantrips (at will): druidcraft, produce
":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled
Instrument of the Bards
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Magic Items
Dungeon Master’s Guide (2014)
following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must
targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Instrument
Rarity
Monsters
Guildmasters’ Guide to Ravnica
creature it can see makes an attack roll, a saving throw, or an ability check, the mage can cause the roll to be made with advantage or disadvantage.Precognitive mages, a rarity among Azorius
":"Glimpse the Temporal Flood"}. The mage targets one creature within 120 feet of it that it can see. The target takes 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Glimpse the Temporal
Magic Items
Tales from the Yawning Portal
When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.
A
effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
Potion of &hellip
Candle of Invocation
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Magic Items
Basic Rules (2014)
dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or
druid in the light whose alignment matches the candle's can cast 1st- level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot
Magic Items
The Book of Many Things
This gleaming brass shield bears a relief of the legendary medusa druid Euryale.
While wielding this shield, you gain the following benefits:
Blessing of Euryale. You have resistance to poison
eyes to glow brightly. Choose one creature you can see within 30 feet of you. The creature must succeed on a DC 20 Constitution saving throw, or it has the restrained condition as its body turns to stone
Monsters
Mythic Odysseys of Theros
abhorrent overlord regains hit points equal to half the amount of necrotic damage dealt if the target is a creature.
Storm of Crows (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction
minute or until the overlord loses concentration (as if concentrating on a spell), and its area is lightly obscured and difficult terrain.
Any creature that moves into the area for the first time on a
Deck of Illusions
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Magic Items
Basic Rules (2014)
illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except
that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
everlasting guardian.
The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an
at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly.
A wood woad has a hole where its heart would be
Monsters
Mythic Odysseys of Theros
Aura of Nightmares. Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn’t undead or a construct starts its turn within
30 feet of the shepherd, that creature must succeed on a DC 17 Wisdom saving throw or take 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Aura of Nightmares","rollDamageType
Monsters
Guildmasters’ Guide to Ravnica
is Wisdom (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The shaman has the following druid spells prepared:
Cantrips (at
, or half as much damage on a successful one.Feed on Death. When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 (1d10);{"diceNotation":"1d10","rollType":"roll
Monsters
Mythic Odysseys of Theros
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath of Hopelessness"}. The eater of hope exhales a miasma of Underworld winds in a 30-foot cone. Each creature in that area must make a DC 14
mortals as one of the Underworld’s countless demonic denizens, while a balor meeting a Theros demon on some other plane might consider it a rarity from some undiscovered Abyssal layer. In general
Magic Items
Waterdeep: Dungeon of the Mad Mage
you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s
limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword’s command word to
Monsters
Waterdeep: Dungeon of the Mad Mage
attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature, stoneskin
Magic Items
The Book of Many Things
focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is determined by the deck’s rarity.
In addition, while you’re holding the deck, you can draw a card
as an action to expend and roll one of your Hit Dice and add the deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.
Archdruid
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Monsters
Volo's Guide to Monsters
with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with
animals
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
Monsters
Locathah Rising
druid spells prepared:
Cantrips (at will): guidance, mending, shape water, shillelagh1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals2nd level (3 slots): darkvision, hold
, mass cure wounds6th level (1 slot): conjure feyBalm of the Summer Court (12d6). (As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6
Species
Van Richten’s Guide to Ravenloft
lost hag.
4
You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse.
5
You began life as a fey creature, but an accident
changed you and forced you from your home.
6
A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit.
Hexbloods in the Domains of Dread
When
Spell Scroll
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Magic Items
Basic Rules (2014)
’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the following table.
Spell Scroll
Spell Level
Rarity
Save DC
Attack Bonus
Spell Scroll
copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.
VARIANT: SCROLL MISHAPS
A creature who tries and fails to cast a spell from a spell scroll must make a DC 10
Monsters
The Book of Many Things
;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Constrict"} to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction
components and using Wisdom as the spellcasting ability (spell save DC 19):
At will: Druidcraft, Pass without Trace
2/day each: Goodberry, Lesser Restoration, Locate Creature, Move Earth, Transport via
Monsters
Locathah Rising
spellcasting ability is Wisdom (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following druid spells prepared:
Cantrips
watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Moon Sickle Weapon (sickle), uncommon (+1), rare (+2), very rare (+3) (requires attunement by a druid or ranger) This silver-bladed sickle glimmers softly with moonlight. While holding this magic
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Star Forge Magic A creature with proficiency in appropriate artisan’s tools can use the Star Forge to create magic items using those tools and an amount of materials based on the item’s rarity. For
every 8 hours of work, the creature can make an Intelligence check using its tool proficiency, with a DC set by the item’s rarity. On a successful check, the creature makes 100 gp worth of progress. On
Deep Dragon Wyrmling
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Monsters
Fizban's Treasury of Dragons
cloud of spores in a 15-foot cone. Each creature in that area must make a DC 11 Wisdom saving throw. On a failed save, the creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage
", "rollAction":"Nightmare Breath", "rollDamageType":"psychic"} psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional






