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Returning 31 results for 'both barriers down cantrips returns'.
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Classes
Player’s Handbook
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Class Features
Cantrips
Prepared Spells
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Spellcasting, Ritual Adept, Arcane Recovery
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Spirit Naga
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Rejuvenation. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Rejuvenation"} days and regains all its hit points. Only a wish spell can prevent this
":"Spellcasting"} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of
Guardian Naga
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Rejuvenation. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Rejuvenation"} days and regains all its hit points. Only a wish spell can prevent this
":"Spellcasting"} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy
1st
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
":"Sledgehammer"} bludgeoning or force damage (tomb tapper's choice). If thrown, the hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper's feet if it doesn't have a hand
Monsters
Princes of the Apocalypse
the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the
regains after finishing a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys, expeditious retreat, hex
2nd
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Cantrips
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
Monsters
Tyranny of Dragons
save DC 17, +9;{"diceNotation":"1d20+9","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Diderius has the following wizard spells prepared:
Cantrips (at will): minor illusion
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
Monsters
Candlekeep Mysteries
spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3
2 Actions). The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can’t regain hit points
Monsters
Candlekeep Mysteries
","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Valin has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
Monsters
Waterdeep: Dungeon of the Mad Mage
is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Cantrips
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Challenge 8 (3,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Spellcasting. The
wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Common
Challenge 10 (5,900 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6 days and
hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy
1st level (4
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this
following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys, expeditious retreat, hex
2nd level: invisibility
3rd level: vampiric touch
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
. or range 30/120 ft., one target. Hit: 27 (6d6 + 6) bludgeoning or force damage (tomb tapper’s choice). If thrown, the hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper’s feet if it doesn’t have a hand free to catch the weapon.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
youthful features similar to those of other elves, although their skin remains deathly pale. Immortal Servants. The shadar-kai know that when they die, the Raven Queen captures their souls and returns
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
Magic Items
The Book of Many Things
offer, it returns to its home plane.
Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20.
Humanoid. You can immediately choose to
1 year passes, the revenant kills you, or you use a Wish spell to banish it permanently to the afterlife.
Warrior. Your Strength score increases by 2 to a maximum of 22.
Well. You learn three cantrips of your choice from any spell list.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the frescoes also smash free and attack. None of the monsters pursue those who flee this room, which soon returns to its original state. Diderius can use mummy lord legendary actions, but he is
spells: Cantrips (at will): minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
behind the frescoes also smash free and attack. None of the monsters pursue those who flee this room, which soon returns to its original state. Diderius can use mummy lord legendary actions, but he is
unusual because he casts wizard spells. He uses his 18 Intelligence as his spellcasting ability (his Wisdom remains 18) and has the following wizard spells prepared: Cantrips (at will): minor
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spells prepared: Cantrips (at will): fire bolt, mage hand, prestidigitation 1st level (4 slots): detect magic, magic missile, shield 2nd level (3 slots): blur, detect thoughts, misty step, shatter 3rd
11c. If the characters have not destroyed his body, Trobriand’s spirit returns to it immediately, and he awakens in area 11c as an archmage with the same spell list as in his golem form and the same
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
become hermits and hunters, either wandering alone or leading packs of giant spiders. On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:
Cantrips (at will): poison spray, thaumaturgy
1st level (4
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain in a jar has advantage on saving
has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spellcasting. The information below details how you use those rules as an Arcane Trickster.
Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell
list (see that class’s section for its list). Mind Sliver and Minor Illusion are recommended.
Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
nearby festhalls. There is a 50 percent chance that Revil is absent when the characters arrive, in which case he returns after 1d4 hours. The stairs leads up to a secret door that opens inside a large
(NG male Calishite human mage) dwells in the villa and renews the hallucinatory terrain spell every day at highsun (he has that spell prepared instead of ice storm). He uses his cantrips to frighten away squatters and other unwanted intruders.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): chill
, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding
of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Level 3: Spellcasting You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Eldritch Knight. Cantrips. You know two
cantrips of your choice from the Wizard spell list (see that class’s section for its list). Ray of Frost and Shocking Grasp are recommended. Whenever you gain a Fighter level, you can replace one of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
you refuse the Fiend’s offer, it returns to its home plane. Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20. Humanoid. You can
to banish it permanently to the afterlife. Warrior. Your Strength score increases by 2 to a maximum of 22. Well. You learn three cantrips of your choice from any spell list.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Klondorn, it tosses aside the miter, revealing its true form, and attacks. If reduced to 0 hit points, the devil vanishes in a cloud of black smoke and returns to the Nine Hells, leaving its hat of
alcove. These barriers fall and lock into place if the characters physically forced open the portcullis that seals the vault’s entrance. Placing the fingers and palm of Xardorok’s gauntlet in the hand
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
intruding spirit is banished using magic such as the dispel evil and good spell. The banished spirit returns to the book.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters seeking assistance to wait for the cathedral’s caretaker to return. If they heed the druid’s advice, assume that the caretaker returns at the next dawn. The primary caretaker of Shadowtop
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound






