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Returning 35 results for 'better been diffusing casting retreat'.
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Monsters
Strixhaven: A Curriculum of Chaos
the professor sees another creature within 60 feet of itself casting a spell, the professor can try to nullify the spell’s formation. The creature must succeed on a DC 15 saving throw using the
interacts with the world can change the world. They impress upon their students to use magic as a tool to shape the overall experience of reality, and in turn make the world a better place.
Quandrix
Monsters
The Wild Beyond the Witchlight
, teleport, wishNegate Spell (2/Day). When Iggwilv sees a creature within 60 feet of her casting a spell, she tries to interrupt it. If the creature is casting a spell using a spell slot of 8th level or
lower, its spell fails and has no effect. If it is casting a 9th-level spell, it must succeed on a DC 22 Intelligence saving throw, or the spells fails and has no effect.Iggwilv can take 3 legendary
Monsters
Mordenkainen Presents: Monsters of the Multiverse
like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the
are confused or unaware of the actual threat.Kicking Retreat. Immediately after the leucrotta makes a Hooves attack, it takes the Disengage action.
Monsters
The Wild Beyond the Witchlight
spell attacks):
At will: dancing lights, polymorph (after casting, roll a d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Witchlight vane"}; on a roll of 3 or 8, Light can’t cast the spell
get to know Naeryx better, though it took a while for Naeryx to trust him. After getting his hands on some money, Urmius bought a sad little carnival that was camped on the outskirts of
Monsters
Mordenkainen's Fiendish Folio Volume 1
). It can innately cast the following spells, requiring no material components:At will: expeditious retreat, false life, minor illusion, prestidigitation3/day each: aid, misty step, Tasha's hideous
into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak
Monsters
Vecna: Eve of Ruin
reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and
scribe. He spent the better part of his childhood secretly educating himself in his masters’ arts. Once Vecna learned all he could, he massacred the wizards. He then recorded his every foul thought
Monsters
Vecna: Eve of Ruin
/day each: Telepathy, Teleport, Time Stop
Shining Counterspell. Alustriel interrupts a creature she can see within 60 feet of herself that is casting a spell. If the spell is 5th level or lower
Alustriel and her deeds better known than in the Silver Marches and its capital, Silverymoon. Alustriel ruled Silverymoon for centuries, once disguised as a wizard named Elué Dualen and then later
Monsters
Mordenkainen Presents: Monsters of the Multiverse
wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.Hellfire engines are
intervene on their behalf. The archdukes of the Nine Hells would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far.Fire, PoisonCold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Yuan-ti Pureblood
Legacy
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races
Volo's Guide to Monsters
odds aren’t in their favor. A short retreat might be just the thing to reach a better tactical position, find allies, or to allow the yuan-ti the opportunity to study their opponents and
of purebloods and slaves are thrown at opposing forces in the hope of allowing the malisons and abominations time to escape.
Survival First
Yuan-ti are likely to retreat or flee from conflict if
Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Expeditious Retreat 1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 10 minutes This spell allows you to move at an incredible pace
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Expeditious Retreat Level 1 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Expeditious Retreat 1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 10 minutes This spell allows you to move at an incredible pace
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Expeditious Retreat Level 1 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Expeditious Retreat Level 1 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Expeditious Retreat 1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 10 minutes This spell allows you to move at an incredible pace
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Expeditious Retreat 1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 10 minutes This spell allows you to move at an incredible pace
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Expeditious Retreat Level 1 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Expeditious Retreat Level 1 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Expeditious Retreat Level 1 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Expeditious Retreat 1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 10 minutes This spell allows you to move at an incredible pace
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Expeditious Retreat 1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 10 minutes This spell allows you to move at an incredible pace
Backgrounds
Guildmasters’ Guide to Ravnica
against the schemes and ambitions of the other guilds, so much the better.
Skill Proficiencies: Arcana, Medicine
Languages: Two of your choice
Equipment: A Simic insignia, a set of
.)
Simic Guild Spells
Spell Level
Spells
Cantrip
acid splash, druidcraft
1st
detect poison and disease, expeditious retreat, jump
2nd
alter self, enhance
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
table. Casting Times Superscript Casting Time A 1 action B 1 bonus action R 1 reaction + Longer than 1 action (see spell description) For example, a spellcaster’s utility spells might appear as follows: 1/day each: expeditious retreat ᴮ, mage armor ᴬ, phantom steed ⁺
Casting Multiple Spells Unlike player characters, if a creature’s stat block allows them to cast a spell as a bonus action, they can still cast another spell of 1st level or higher as an action on
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
table. Casting Times Superscript Casting Time A 1 action B 1 bonus action R 1 reaction + Longer than 1 action (see spell description) For example, a spellcaster’s utility spells might appear as follows: 1/day each: expeditious retreat ᴮ, mage armor ᴬ, phantom steed ⁺
Casting Multiple Spells Unlike player characters, if a creature’s stat block allows them to cast a spell as a bonus action, they can still cast another spell of 1st level or higher as an action on
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
table. Casting Times Superscript Casting Time A 1 action B 1 bonus action R 1 reaction + Longer than 1 action (see spell description) For example, a spellcaster’s utility spells might appear as follows: 1/day each: expeditious retreat ᴮ, mage armor ᴬ, phantom steed ⁺
Casting Multiple Spells Unlike player characters, if a creature’s stat block allows them to cast a spell as a bonus action, they can still cast another spell of 1st level or higher as an action on
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
more often he encounters the characters, the better. The characters can and should meet him multiple times before the final encounter, which most likely takes place in the location determined by the
encounters are meant to test the characters, not kill them. After a few rounds of toying with them, Strahd and his creatures withdraw. If the characters retreat, Strahd is likely to allow them to flee, savoring their fear and believing he has broken them.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
more often he encounters the characters, the better. The characters can and should meet him multiple times before the final encounter, which most likely takes place in the location determined by the
encounters are meant to test the characters, not kill them. After a few rounds of toying with them, Strahd and his creatures withdraw. If the characters retreat, Strahd is likely to allow them to flee, savoring their fear and believing he has broken them.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
more often he encounters the characters, the better. The characters can and should meet him multiple times before the final encounter, which most likely takes place in the location determined by the
encounters are meant to test the characters, not kill them. After a few rounds of toying with them, Strahd and his creatures withdraw. If the characters retreat, Strahd is likely to allow them to flee, savoring their fear and believing he has broken them.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sign of Sorcery As the world well knows, some sorcerers are better than others at controlling their spellcasting. Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a
spell. But even when one’s magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from. When your sorcerer character casts






