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Returning 35 results for 'boon being doesn core red'.
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Spells
Player’s Handbook
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the
Monsters
Monster Manual
every 24 hours and doesn’t return to normal after finishing a Long Rest. If the curse reduces the target’s Hit Point maximum to 0, the curse ends, and instead of dying, the target
instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation.Acid, Cold, Fire, Lightning, Thunder
Spells
Player’s Handbook
;a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles
per 24 hours or 50 miles if the Beast can fly.
When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its
Magic Items
Dungeon Master’s Guide
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it
Classes
Player’s Handbook
Core Monk Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D8 per Monk level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 2
slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Becoming a Monk...
As a Level 1 Character
Gain all the traits in the Core Monk Traits table.
Gain
Classes
Player’s Handbook
Core Sorcerer Traits
Primary Ability
Charisma
Hit Point Die
D6 per Sorcerer level
Saving Throw Proficiencies
Constitution and Charisma
Skill Proficiencies
Choose 2
talents of sorcery appear as a fluke. People who have this magical power soon discover that it doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded.
Becoming a Sorcerer...
As a
Classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
traits in the Core Ranger Traits table.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character
Gain the following traits from the Core
Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Becoming a Rogue...
As a Level 1 Character
Gain all the traits in the Core Rogue
Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
Classes
Player’s Handbook
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn
Classes
Player’s Handbook
Core Bard Traits
Primary Ability
Charisma
Hit Point Die
D8 per Bard level
Saving Throw Proficiencies
Dexterity and Charisma
Skill Proficiencies
Choose any 3 skills
. But Bards’ depth of knowledge and mastery of magic sets them apart.
Becoming a Bard...
As a Level 1 Bard
Gain all the traits in the Core Bard Traits table.
Gain the Bard’s level 1
Classes
Player’s Handbook
Core Barbarian Traits
Primary Ability
Strength
Hit Point Die
D12 per Barbarian level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Choose 2
Barbarian...
As a Level 1 Character
Gain all the traits in the Core Barbarian Traits table.
Gain the Barbarian’s level 1 features, which are listed in the Barbarian Features table.
As a
Classes
Player’s Handbook
Core Fighter Traits
Primary Ability
Strength or Dexterity
Hit Point Die
D10 per Fighter level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
broad ability and extensive specialization makes Fighters superior combatants.
Becoming a Fighter...
As a Level 1 Character
Gain all the traits in the Core Fighter Traits table.
Gain the
Classes
Player’s Handbook
Core Paladin Traits
Primary Ability
Strength and Charisma
Hit Point Die
D10 per Paladin level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2
Paladin...
As a Level 1 Character
Gain all the traits in the Core Paladin Traits table.
Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.
As a Multiclass
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
typically means some kind of adventure.
Becoming a Warlock...
As a Level 1 Character
Gain all the traits in the Core Warlock Traits table.
Gain the Warlock’s level 1 features, which are listed
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
traits in the Core Druid Traits table.
Gain the Druid’s level 1 features, which are listed in the Druid Features table.
As a Multiclass Character
Gain the following traits from the Core Druid
Monsters
Forgotten Realms: Adventures in Faerûn
":"Explosive Core", "rollDamageType":"Fire"} Fire damage.
Rolling Mass. The spore doesn’t need to expend extra movement to move through Difficult Terrain.Multiattack. The spore makes four Tendril
Explosive Core. When the spore is subjected to Fire damage, each creature in a 5-foot Emanation originating from the spore takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction
Monsters
Forgotten Realms: Adventures in Faerûn
start of its turn. If the beast takes Radiant damage or damage from a Critical Hit, this trait doesn’t function at the start of the beast’s next turn. The beast dies only if it starts its
turn with 0 Hit Points and doesn’t regenerate.Multiattack. The beast makes three attacks, using Bite or Claws in any combination.
Bite. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType
Feats
Forgotten Realms: Heroes of Faerûn
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Inspire Dance. You
spell using any spell slots you have of the appropriate level.
When you cast the spell, it requires no spell components, and taking damage doesn’t break your Concentration on it.
Sing Out
Monsters
Lorwyn: First Light
Ephemeral Movement. The incarnation can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn’t provoke Opportunity Attack;Opportunity Attacks. It
retains its core identity but might transform physically. An incarnation of hope in Lorwyn, for example, might resemble a giant dove with a lizard’s tail and leonine legs; in Shadowmoor, this same
Monsters
Forgotten Realms: Adventures in Faerûn
about forming allies of convenience, and she’s worked with Szass Tam and his Red Wizards of Thay, the Arcane Brotherhood of Luskan, devil cultists, and more.
Although Valindra has the sunken
pallor common to liches, she prefers to maintain a magical disguise that allows her to appear as the high elf she was in life. Ever the schemer, Valindra doesn’t use this disguise out of nostalgia
Monsters
Acquisitions Incorporated
feature of the village of Red Larch since before there was a Red Larch.
Prophetess spent long years haunted by the fate of her daughter, Auspicia. She never fully believed Omin's stories about the
can call on her spells and abilities in times of need, and remains in constant practice with Confessor, her maul. At her core, she believes that the gods help those who help themselves, and that
Heat Metal
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage
Monsters
Dragonlance: Shadow of the Dragon Queen
Flyby. The dragonnel doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.Multiattack. The dragonnel makes two Rend attacks.
Rend. Melee Weapon
surrounding Sanction are closely related to red dragons, resembling them in scale coloration and general shape. They are cruel and selfish creatures trained by the Dragon Armies to serve as mounts for
Magic Items
Storm King's Thunder
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has
finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains
Monsters
Dragonlance: Shadow of the Dragon Queen
", "rollType":"damage", "rollAction":"Flame Burst", "rollDamageType":"fire"} fire damage at the start of each of its turns. On a successful save, the target takes half as much damage and doesn’t catch
, thaumaturgy
1/day each: blade barrier, dispel magic, flame strike, lesser restoration, revivifyHigh Master Kansaldi Fire-Eyes leads the Red Dragon Army’s offensive in Solamnia. A fanatical adherent
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
then disappears, and the target is incapacitated and loses control of its body. Caradoc now controls the body but doesn’t deprive the target of awareness. Caradoc can’t be targeted by any
Faerie Dragon (Older)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
material components. As the dragon ages and changes color, it gains additional spells as shown below.
Red, 1/day each: dancing lights, mage hand, minor illusion
Orange, 1/day: color spray
Yellow, 1/day
action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
forbidden and dangerous magical secrets. The arcane nature of a witchkite’s hoard seeps into the dragon’s core, granting it spellcasting abilities and twisting its fiery breath into malevolent
Magic cards, there are red dragons (Opportunistic Dragon, Decadent Dragon, and Realm-Scorcher Hellkite), bronze dragons (Loch Dragon), and moonstone dragons (Shimmer Dragon and Archive Dragon). Moonstone dragons are described in Fizban’s Treasury of Dragons.
Fire, Psychic
Faerie Dragon (Younger)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
material components. As the dragon ages and changes color, it gains additional spells as shown below.
Red, 1/day each: dancing lights, mage hand, minor illusion
Orange, 1/day: color spray
Yellow, 1/day
determine its behavior during the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the
Monsters
Planescape: Adventures in the Multiverse
Pack Tactics. The peacekeeper has advantage on an attack roll against a creature if at least one of the peacekeeper’s allies is within 5 feet of the creature and the ally doesn’t have the
+3", "rollType":"damage", "rollAction":"Electrified Mancatcher", "rollDamageType":"lightning"} lightning damage at the start of each of its turns.Peacekeepers wear distinctive red plate armor and wield
Monsters
Storm King's Thunder
kindness for creatures he doesn’t think can harm him.A Red Dragon’s Lair
Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls
damage and be knocked prone. Klauth can then fly up to half his flying speed.The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its
Monsters
Journeys through the Radiant Citadel
Magic Resistance. The pari has advantage on saving throws against spells and other magical effects.
Unusual Nature. The pari doesn’t require food, drink, or sleep.Multiattack. The
. A visit from a pari is often a prophetic warning or portent of an event yet to come. Pari have pastel blue skin, wear robes and armor, and have two sets of wings with vivid red feathers sprouting from their back.Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Tales from the Yawning Portal
), the Red Wizards experiment with a process to create sentient oozes. The creature they call White Maw is one of their early achievements—a gray ooze of enormous size that has intelligence and
can communicate but is prone to violent outbursts.
Ooze Nature. White Maw doesn’t require sleep.PoisonAcid, Cold, Fire
Monsters
Waterdeep: Dungeon of the Mad Mage
changes color, it gains additional spells as shown below.
Red, 1/day each: dancing lights, mage hand, minor illusion
Orange, 1/day: color spray
Yellow, 1/day: mirror image
Green, 1/day
the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.






