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Returning 35 results for 'blessing beast diffusing casting roots'.
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Spells
Player’s Handbook
You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a
the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The DM chooses statistics appropriate for the awakened Plant, such as the
Monsters
Monster Manual
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
Spells
Player’s Handbook
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that
is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct
Monsters
Forgotten Realms: Adventures in Faerûn
Material components and using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Druidcraft, Speak with Animals (swan form only)
1/Day Each: Animal Friendship, Beast Sense, Spike
GrowthSwanmays are members of a reclusive order of wilderness defenders. Each bears a primal blessing that allows them to transform into a swan to watch over the lakes and woods they call home. Swanmays get
Awaken
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence
of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines
Vargouille
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so
undoes the changes made to the target by the curse.
Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
or otters scurrying through the undergrowth, to deliver messages to allies or rivals across the marsh. Some witches animate bundles of sticks and roots to do their errands about the marsh for them
, while others animate furniture, weapons, or other objects.
Feel free to build encounters with witches that include additional creatures such as animated armor, a flying sword, a rug of smothering, or a Tiny Beast acting as a spy.
Magic Items
Mythic Odysseys of Theros
roll of 19 or 20.
Blessing of the Wild. If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety:
Piety 10+. The bow has 1 randomly determined minor
the arrows is 18. Each arrow has a unique property:
Spring. As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals
Simulacrum
Legacy
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Spells
Basic Rules (2014)
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is
"}. The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened of the vargouille until the end of the
Monsters
Van Richten’s Guide to Ravenloft
Fiendish Blessing. The AC of Isolde includes her Charisma bonus.
Innate Spellcasting. Isolde’s spellcasting ability is Charisma (spell save DC 14). Isolde can innately cast the following
, but not without casting a spell that made Isolde forget about Zybilna and her Feywild domain, thus preventing the eladrin from divulging the archfey’s secrets. As a further punishment, Zybilna
Folk Hero
Legacy
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Backgrounds
Basic Rules (2014)
after I led a symbolic act of protest against it.
9
A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
10
Recruited into a lord’s army, I rose to
, and I carry them so that I will never forget my roots.
5
I protect those who cannot protect themselves.
6
I wish my childhood sweetheart had come with me to pursue my destiny
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates.
Legendary Resistance (3/Day). If the dragon turtle fails a saving throw, it can choose to succeed
Monsters
Mordenkainen's Fiendish Folio Volume 1
might present itself as a friendly, agreeable guide that helps travelers survive the Nine Hells. Another is a howling beast that attempts to destroy all in its path. One will show mercy and empathy
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
Species
Mordenkainen Presents: Monsters of the Multiverse
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago
.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead
Backgrounds
Guildmasters’ Guide to Ravnica
approaching or talking to me.
5
I have accepted my death. Hence, I don’t fear it.
6
Like roots growing through stone, I am relentless and determined in my action.
7
I put my
stole something valuable.
8
I found a baby beast and sold it to a Rakdos wrangler who remains grateful to me.
9
A Selesnya druid and I share an interest in the same garden, and we have
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Awaken 5th-level transmutation Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous After spending the casting
time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Awaken 5th-level transmutation Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous After spending the casting
time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Awaken 5th-level transmutation Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous After spending the casting
time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Awaken 5th-level transmutation Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous After spending the casting
time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Awaken 5th-level transmutation Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous After spending the casting
time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Awaken 5th-level transmutation Casting Time: 8 hours Range: Touch Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous After spending the casting
time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that
Awaken Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You spend the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that
Awaken Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You spend the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that
Awaken Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You spend the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that
Awaken Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You spend the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that
Awaken Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You spend the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that
Awaken Level 5 Transmutation (Bard, Druid) Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth 1,000+ GP, which the spell consumes)
Duration: Instantaneous
You spend the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
blessings Hulgaz might bestow. Unlike most blessings, infernal blessings impose both desirable and detrimental effects on the user. Casting the Remove Curse spell on the subject of an infernal blessing ends
the blessing’s effects, including its consequences. Craig J spearing Hulgaz’s infernal gifts come
with unexpected consequences The description of each blessing addresses its user. Each blessing’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
blessings Hulgaz might bestow. Unlike most blessings, infernal blessings impose both desirable and detrimental effects on the user. Casting the Remove Curse spell on the subject of an infernal blessing ends
the blessing’s effects, including its consequences. Craig J spearing Hulgaz’s infernal gifts come
with unexpected consequences The description of each blessing addresses its user. Each blessing’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
blessings Hulgaz might bestow. Unlike most blessings, infernal blessings impose both desirable and detrimental effects on the user. Casting the Remove Curse spell on the subject of an infernal blessing ends
the blessing’s effects, including its consequences. Craig J spearing Hulgaz’s infernal gifts come
with unexpected consequences The description of each blessing addresses its user. Each blessing’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Beast Sense Level 2 Divination (Druid, Ranger) Casting Time: Action or Ritual
Range: Touch
Components: S
Duration: Concentration, up to 1 hour
You touch a willing Beast. For the duration, you






