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Returning 35 results for 'both blocks down cantrip receives'.
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Monsters
Van Richten’s Guide to Ravenloft
somatic or material components to cast its spells. The priest has the following wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots
): blur, flaming sphere
3rd level (1 slot): fireball
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Light Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one Large or smaller
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Light Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one Large or smaller
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Light Evocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension
opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Light Evocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension
opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Light Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one Large or smaller
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Message Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and
and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Message Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and
and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
their turn, as specified in the stat block. Here is an example of an attack with a save ends effect from the goblin cursespitter stat block: Toxic Touch (Cantrip). Melee or Ranged Spell Attack: +4 to
).
Behind the Design: Save Ends Effects
Save ends effects are one way of saving space in stat blocks and making them less complex for GMs to run at the table. Much like how stat blocks just reference the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Incense. Also present is a sealed case containing ten blocks of temple incense. Lighting a block creates a hazy cloud that fills a 20-foot-diameter sphere and moves with the block. Any creature that starts
poisoned. Even yuan-ti are vulnerable to this effect, which lasts for 1 hour after a creature leaves the cloud, or until it receives a lesser restoration spell or similar magic.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
winner, with one snail narrowly claiming victory. If the roll for first place is tied, the race ends in a tie, and each winning jockey receives the first-place prize (see “Prizes” below). Signs posted in
race on its own. Prizes. The jockey whose snail wins the race receives a potion of advantage (see appendix A). The jockey whose snail comes in last receives a consolation prize, provided they weren’t
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Traits You can add traits to a creature’s stat block to communicate aspects of the creature’s nature. See the Creature Traits list for sample traits. You can also use traits from other stat blocks in
. The creature has Advantage on melee attack rolls against any Bloodied creature. Wild Talent. Choose one cantrip; the creature can cast that cantrip without spell components, using Intelligence, Wisdom, or Charisma as the spellcasting ability.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the tieflings’ stat blocks: The tieflings are lawful evil. They have these racial traits: They know the thaumaturgy cantrip, and Charisma is their spellcasting ability for this spell. They have
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
north from the temple to the south. The curtain blocks line of sight and catches any ammunition shot into it. If set on fire, it burns away quickly. Temple Nave If Vlonwelv is here, the drow priestess of
cast innately, the drow workers are blessed by Lolth with the ability to cast the mending cantrip at will, and they use their magic to repair small cracks and broken stonework. If they notice intruders
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Sages and Master Sages Candlekeep’s resident lore experts are master sages and sages who dedicate themselves to scholarship above all. Stat blocks for the master sage and the sage appear below
plus any five languages
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Shocking Grasp (Cantrip). Melee Spell Attack: +8 to hit (with advantage if the target is wearing armor made of metal
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
introduction). 2 Wooden wand with 8 charges. As an action, you can expend 1 of the wand’s charges to cast the prestidigitation cantrip. This wand can’t be recharged. 3 Packet of pixie dust (see appendix A
Glove puppet in the shape of a wizard. As an action, you can move the puppet’s arms to cast the minor illusion cantrip. After three uses, the puppet disappears in a puff of smoke. Almiraj Ring Toss
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
receives the benefit of a greater restoration spell. Seeing the characters invigorated in this way causes all the astral elves in the Temple of Light, including Xeleth and Xedalli, to wonder if the gods
at least Xeleth has his ring of shooting stars. Twelve astral elf honor guards (see Boo’s Astral Menagerie for their stat blocks) stand ready to defend whichever sibling was named emperor in the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid spell list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list. When
you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table. Spell Slots. The Druid Features table
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
this trait, you can’t use it again until you finish a long rest. Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it. Languages. You can speak, read, and write Common
by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
consumed with self-pity. She’s in no mood to fight or have a conversation, so she mumbles and curses to herself, attacking only in self-defense. Both hags’ stat blocks appear in appendix B. The
score of 4 (the strength of a normal octopus). The effect lasts until the creature receives the benefit of a remove curse spell, a greater restoration spell, or similar magic. Treasure. Among the junk
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid spell list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list
. When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table. Spell Slots. The Druid Features
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
effect of a spell, the cavern targets the creature that requested its aid. A creature that asks a question here receives a truthful, albeit cryptic, answer in Common with clues to its goals. Those who
reverberate through the chamber, triggering the effects of loud echoes (see the “Loud Echoes” section). Once a creature asks a question here and receives a benefit, no matter how small, the creature can’t do
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, writing on foggy glass, or insects swarming to create messages. 76–80 During the next night, one sleeping character in the region receives a vision as if the target of the dream spell. The dream is brief
—perhaps an antique box, stone cairn, or tree stump sealed with rocks—radiates palpable malice. The first time a creature opens it, roll a die. If you roll an even number, the creature receives a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
blocks) take meals here. They glance up at anyone who enters the room, but they pay no attention to characters dressed as Dragon Army troops. If a fight breaks out here, the soldiers resting in area O8
the Heavens for days, preparing to reactivate the city’s ancient flying magic. The clerk knows nothing of Lord Soth and prefers it that way. The death knight supposedly receives orders directly from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
dimensions, and this, in turn, is supported by six huge blocks of dolomite. Every component has been covered with intricate carvings and glyphs. The top of the slab depicts a struggle between a dark
crypt is opened by those who don’t serve the god Zotzilaha. The curse lasts until it is dispelled, and 4d10 days after this tomb has been broken into, every cursed violator receives a visit from either
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
opened from inside or out, and are impervious to spells and damage. The main door opens easily, but a wall of purple light blocks the view inside. Characters must step through the door to take stock of
to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro’s spine contains two halberds and one hand crossbow with a case of 20 bolts. L9: Blocked Antigravity Well Rubble in area L18 blocks travel through Landro’s spinal antigravity well above this floor
receives this vision gains the benefits of a short rest. No character can receive the vision more than once. L11: Workshop Fine tinkering tools, woodcarving equipment, and metal plates hang from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
more of its kind are in the dungeon and receives a general impression of area 42, where more otyughs live. All these otyughs hate the Thayans. Niches. The shallow niches are 3 feet off the floor and 5
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
reveals that each one contains what appears to be a 10-foot cube of ice. One of the cubes has a humanoid skeleton—the remains of High Evoker Zadulus—suspended inside it. These blocks of ice are, in
pieces they need to identify the missing word, but casting a mending cantrip on the wall repairs the damage and reconstructs the missing word. If the characters don’t have access to the mending
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
characters as long as he receives a share of treasure equal to that of a character and a chance to fight giants. Treasure. The armorer and the smith each have a sack filled with 1,000 gp. 17. Blocked
blocks and rubble. 19. Natural Cavern In their excavations, the ancient builders of the stronghold stumbled upon an enormous expanse of natural caves and caverns. The southern part of this network is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
part ranks to allow the seeker inside to the Court of Air. Visitors are instructed to cross that area and stand before the Emerald Door, where another monk receives them, offers them food, bath, and
tens of thousands of gold pieces. Each simple spell or cantrip in such a tome costs 25 gp or so, with the more complex and powerful spells fetching 150 gp or more each. Works of the Avowed. Each year
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that receives a vision must make a DC 20 Constitution saving throw. On a failed save, the creature takes 10 (3d6) piercing damage as one of its eyes is magically plucked from its socket and teleported
appendix C for their stat blocks). The hypnos magen telepathically orders intruders to leave the area. Defying this order prompts the magen to attack. The iron door at the base of the observatory is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the light’s effect for 10 minutes. Any spell that overwhelms or blocks the light also suppresses it in the spell’s area for the duration of the spell. Glyph Key. One of the dread warriors has a glyph
weapon or a cantrip. The target can’t check for danger as it moves. 4–5 Telekinesis. The target is pushed 5 feet in a random direction and falls prone. 6–7 Slow. Until the start of its next turn, the






