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Returning 35 results for 'both before deal changeling replace'.
Spells
Player’s Handbook
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one
), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Eberron: Rising from the Last War
be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still.
—Chance, changeling priest
Changelings can shift their forms with a thought. Many
in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever
Monsters
Mordenkainen Presents: Monsters of the Multiverse
energy erupts from its frame to deal 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Psychic Engine", "rollDamageType":"psychic"} psychic damage to each creature within 5 feet of it
attacks and two Stomping Foot attacks. After one of the attacks, the duergar can move up to its speed without provoking opportunity attacks. It can replace one of the attacks with a use of Flame Jet.
Iron
Duergar Despot
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Psychic Engine
) checks that rely on sight.Multiattack. The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet.
Iron Fist. Melee Weapon
Monsters
Lost Laboratory of Kwalish
of a Vorpal Sword. Shards of a vorpal sword once broken against the devil replace its claws. A successful DC 12 Intelligence (Arcana) or Wisdom (Perception) check identifies them as such. When the
devil rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra 6d8;{"diceNotation":"6d8","rollType":"damage","rollAction":"Shards of a
Magic Items
Tasha’s Cauldron of Everything
following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be
indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target’s status. The effect ends if you deal damage or force a creature to make a saving throw.
races
and avoid the same.
While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even
with a hag. You are the result of that arrangement.
2
Fey kidnappers swapped you and your parents’ child.
3
A coven of hags lost one of its members. You were created to replace the
races
Van Richten’s Guide to Ravenloft
and avoid the same.
While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even
with a hag. You are the result of that arrangement.
2
Fey kidnappers swapped you and your parents’ child.
3
A coven of hags lost one of its members. You were created to replace the
Magic Items
Tasha’s Cauldron of Everything
expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school.
When one creature you can see takes damage from an
evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
magic-items
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
magic-items
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
magic-items
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
feats
General Feat (Prerequisite: Level 4+, Changeling)
You gain the following benefits.
Ability Score Increase. Increase your Constitution or Dexterity score by 1, to a maximum of 20.
Hardened Skin
with a range of 60 feet.
Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 2d8 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 2d8 thunder damage on a hit, and can be heard up to 100
Monsters
The Wild Beyond the Witchlight
Freezing Ray attacks. He can replace one of those attacks with a use of Spellcasting.
Staff of Power. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Staff of Power
to deal an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Staff of Power","rollDamageType":"force"} force damage.
Freezing Ray. Ranged Spell Attack: +8;{"diceNotation":"1d20+8
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 2d8 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 2d8 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 2d8 thunder damage on a hit, and can be heard up to 100
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like
themselves. Others are part of nomadic changeling clans spread across the Five Nations who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like
themselves. Others are part of nomadic changeling clans spread across the Five Nations who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like
themselves. Others are part of nomadic changeling clans spread across the Five Nations who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and