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Returning 35 results for 'both bird diffusing cast rin'.
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Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Innate Spellcasting. The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:
At will: gaseous
farther from the domain of a ki-rin.
Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair.
A ki-rin can cast control weather
Monsters
Mordenkainen Presents: Monsters of the Multiverse
toward an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey.
Controlled Weather. A ki-rin can cast control weather while it is within 3 miles of its
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical
Monsters
Candlekeep Mysteries
spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Zikran can cast
device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird’s head.Elemental Cannon. On initiative count 20
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-rin can innately cast the following spells, requiring no material components:
At will: gaseous form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance
domain of a ki-rin. Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair. A ki-rin can cast control weather while it is within
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-rin can innately cast the following spells, requiring no material components:
At will: gaseous form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance
domain of a ki-rin. Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair. A ki-rin can cast control weather while it is within
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-rin can innately cast the following spells, requiring no material components:
At will: gaseous form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance
domain of a ki-rin. Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair. A ki-rin can cast control weather while it is within
spells
Eberron: Forge of the Artificer
by the new one. You determine the homunculus’s appearance, such as a mechanical-looking bird, winged vial, or miniature animate cauldron.
Combat. The homunculus is an ally to you and your
Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 30 ft. Hit: 1d6 plus the spell's level Force damage.
Reactions
Channel Magic. Trigger: You cast a spell
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey. Controlled Weather. A ki-rin can cast control weather while it is within 3 miles of its lair. The
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey. Controlled Weather. A ki-rin can cast control weather while it is within 3 miles of its lair. The
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey. Controlled Weather. A ki-rin can cast control weather while it is within 3 miles of its lair. The
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract
, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fly 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes You touch a willing creature. The target
gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fly 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes You touch a willing creature. The target
gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Fly 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes You touch a willing creature. The target
gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Fly 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes You touch a willing creature. The target
gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Fly 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes You touch a willing creature. The target
gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fly 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes You touch a willing creature. The target
gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Saidra’s Powers and Dominion Saidra’s form is a vaporous as her claims to nobility. She’s a crimson spirit with statistics similar to a wraith. She can cast the disintegrate spell (save DC 18) on any
creature that reveals themself to be lying about who they are. In her guise as duchess, Saidra dons a bird-like mask and fashionable scarlet gowns. As the Red Death, she is nothing more than a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Saidra’s Powers and Dominion Saidra’s form is a vaporous as her claims to nobility. She’s a crimson spirit with statistics similar to a wraith. She can cast the disintegrate spell (save DC 18) on any
creature that reveals themself to be lying about who they are. In her guise as duchess, Saidra dons a bird-like mask and fashionable scarlet gowns. As the Red Death, she is nothing more than a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Saidra’s Powers and Dominion Saidra’s form is a vaporous as her claims to nobility. She’s a crimson spirit with statistics similar to a wraith. She can cast the disintegrate spell (save DC 18) on any
creature that reveals themself to be lying about who they are. In her guise as duchess, Saidra dons a bird-like mask and fashionable scarlet gowns. As the Red Death, she is nothing more than a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characteristic if none of the suggestions below fit your character.
Fey Characteristics d8 Characteristic
1 Your wings are like those of a bird.
2 You have shimmering
. You are a Fey. Size. You are Small. Speed. Your walking speed is 30 feet. Fairy Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characteristic if none of the suggestions below fit your character.
Fey Characteristics d8 Characteristic
1 Your wings are like those of a bird.
2 You have shimmering
. You are a Fey. Size. You are Small. Speed. Your walking speed is 30 feet. Fairy Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characteristic if none of the suggestions below fit your character.
Fey Characteristics d8 Characteristic
1 Your wings are like those of a bird.
2 You have shimmering
. You are a Fey. Size. You are Small. Speed. Your walking speed is 30 feet. Fairy Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stopped. RESTORING VIRGIL
Any character who can cast find familiar can attempt to restore Virgil to its former role, taking the gull as their own familiar. To accomplish this, the character must earn
Virgil’s trust, contemplate the nature of conjuration magic, and finally cast find familiar.
Virgil’s Trust. For Virgil to consider becoming a character’s familiar, that character must reseal the Pit of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stopped. RESTORING VIRGIL
Any character who can cast find familiar can attempt to restore Virgil to its former role, taking the gull as their own familiar. To accomplish this, the character must earn
Virgil’s trust, contemplate the nature of conjuration magic, and finally cast find familiar.
Virgil’s Trust. For Virgil to consider becoming a character’s familiar, that character must reseal the Pit of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stopped. RESTORING VIRGIL
Any character who can cast find familiar can attempt to restore Virgil to its former role, taking the gull as their own familiar. To accomplish this, the character must earn
Virgil’s trust, contemplate the nature of conjuration magic, and finally cast find familiar.
Virgil’s Trust. For Virgil to consider becoming a character’s familiar, that character must reseal the Pit of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Perception) score of 14 or higher notice that different animal designs decorate each of the statues. Bronze Gate. Magic seals this bronze double door. It opens only if the ki-rin symbol on one of the
different animals on their armor and that these designs are rendered in a style similar to the ki-rin symbol on the doors. A character who takes an action to further scrutinize these designs or looks for a ki
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
unreachable, the paper bird bursts into flames on takeoff and is instantly destroyed. The paper birds are hostile toward all creatures except the hags of the Hourglass Coven. They use the hawk stat block, with
prepared but hasn’t released. The door to the cage is held shut by a simple latch. To catch a paper bird, a creature must reach into the cage and use an action to try to grapple it; if the grapple check
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
unreachable, the paper bird bursts into flames on takeoff and is instantly destroyed. The paper birds are hostile toward all creatures except the hags of the Hourglass Coven. They use the hawk stat block, with
prepared but hasn’t released. The door to the cage is held shut by a simple latch. To catch a paper bird, a creature must reach into the cage and use an action to try to grapple it; if the grapple check
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
unreachable, the paper bird bursts into flames on takeoff and is instantly destroyed. The paper birds are hostile toward all creatures except the hags of the Hourglass Coven. They use the hawk stat block, with
prepared but hasn’t released. The door to the cage is held shut by a simple latch. To catch a paper bird, a creature must reach into the cage and use an action to try to grapple it; if the grapple check
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Perception) score of 14 or higher notice that different animal designs decorate each of the statues. Bronze Gate. Magic seals this bronze double door. It opens only if the ki-rin symbol on one of the
different animals on their armor and that these designs are rendered in a style similar to the ki-rin symbol on the doors. A character who takes an action to further scrutinize these designs or looks for a ki
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dream 5th-level illusion Casting Time: 1 minute Range: Special Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) Duration: 8 hours This spell
dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dream 5th-level illusion Casting Time: 1 minute Range: Special Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) Duration: 8 hours This spell
dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Perception) score of 14 or higher notice that different animal designs decorate each of the statues. Bronze Gate. Magic seals this bronze double door. It opens only if the ki-rin symbol on one of the
different animals on their armor and that these designs are rendered in a style similar to the ki-rin symbol on the doors. A character who takes an action to further scrutinize these designs or looks for a ki
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dream 5th-level illusion Casting Time: 1 minute Range: Special Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) Duration: 8 hours This spell
dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point






