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Returning 35 results for 'brown before direct cantrips range'.
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Spells
Player’s Handbook
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike
simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Spells
Player’s Handbook
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at
level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Spells
Player’s Handbook
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options
:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn
Spells
Player’s Handbook
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens.
69–72
Nothing happens at the chosen point of origin
Magic Items
Dungeon Master’s Guide
action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct
Monsters
Netheril’s Fall
":"Mind Lash"}, reach 10 ft. or range 120 ft. Hit: 32 (6d8 + 4);{"diceNotation":"6d8+4", "rollType":"damage", "rollAction":"Mind Lash", "rollDamageType":"Psychic"} Psychic damage.
Vicious Stinger. Melee
casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Phaerimm elders are generals of phaerimm forces, directing covert and direct
Spells
Forgotten Realms: Heroes of Faerûn
You create a 3-foot-long blade-shaped planar rift that lasts for the duration. The rift appears within range in a space of your choice, and you can immediately make up to two melee spell attacks
Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at
Spells
Forgotten Realms: Heroes of Faerûn
You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the
for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.
Monsters
Forgotten Realms: Adventures in Faerûn
":"Slam", "rollDamageType":"Necrotic"} Necrotic damage.
Bewildering Bolt. Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Bewildering Bolt"}, range 120 ft. Hit: 27
direct action when an oblique or hidden action will suffice. Its plans always contain fallbacks and contingencies. One of these contingencies—one the other liches who constitute its new form failed
Monsters
Journeys through the Radiant Citadel
range 20/60 ft., one target. Hit: 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage, or 4 (1d8);{"diceNotation":"1d8","rollType":"damage
similar to the humans of Djaynai, but their brown skin is often tinged shades of gray, and eel-like fins run along their arms and legs.
Grung Wildling
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Grung
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Grung Elite Warrior
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Grasping Vine
Legacy
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Spells
Player’s Handbook (2014)
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within
30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Monsters
Spelljammer: Adventures in Space
creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.Brown scavvers are 10 feet long and range in color from sun-dappled brownish gold to dark
umber. It takes them days to digest a meal, during which time they attack only in self-defense.
A brown scavver likes to swallow its prey whole. The creature’s stomach is filled with poisonous
Magic Missile
Legacy
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Spells
Basic Rules (2014)
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike
simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Eldritch Blast
Legacy
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Spells
Basic Rules (2014)
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam
when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Human
Legacy
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Species
Basic Rules (2014)
. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a
members, can be used as inspiration no matter which world your human is in.
Calishite
Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They&rsquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on
Cult Fanatic
Legacy
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Monsters
Basic Rules (2014)
11, +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
Magic Items
Acquisitions Incorporated
location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless
wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
Get Away From It All. As an action, you can
Mage
Legacy
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Monsters
Basic Rules (2014)
spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
Dwarf
Legacy
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Species
Basic Rules (2014)
human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most
common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male
Apprentice Wizard
Legacy
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Monsters
Volo's Guide to Monsters
hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): fire bolt, mending, prestidigitation
1st level (2 slots): burning hands, disguise self, shieldDagger. Melee or
Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Monsters
Tomb of Annihilation
spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:
Cantrips (at will): eldritch blast, mage hand
1st level (2 slots
): charm person, protection from evil and good, unseen servantDagger. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20
Monsters
Tomb of Annihilation
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): friends, mending, prestidigitation
1st level (2 slots): comprehend languages, detect magic, disguise selfDagger. Melee or
Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Orc Eye of Gruumsh
Legacy
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Monsters
Monster Manual (2014)
11, +3;{"diceNotation":"1d20+3","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). The orc has the following cleric spells prepared:
Cantrips (at-will): guidance, resistance
","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8);{"diceNotation":"1d6+3+1d8","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing
Archmage
Legacy
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Monsters
Basic Rules (2014)
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3
before combat.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
Monsters
Princes of the Apocalypse
spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): control flames,* create bonfire,* fire bolt, light, minor illusion
1st level (4
","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Fire
Monsters
Tales from the Yawning Portal
:
Cantrips (at will): fire bolt, mage hand, prestidigitation, shocking grasp
1st level (4 slots): burning hands, detect magic, mage armor, shield
2nd level (3 slots): blur, scorching rayDagger. Melee or
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
Monsters
Guildmasters’ Guide to Ravnica
Spellcasting. The medic is a 3rd-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 11). The medic has the following cleric spells prepared:
Cantrips (at will): mending
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollDamageType":"piercing"} piercing damage, or 6 (1d8 + 2);{"diceNotation":"1d8+2
Monsters
Ghosts of Saltmarsh
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): dancing lights, minor illusion, ray of frost
1st level (4 slots): charm person, color spray, magic missile, silent
image
2nd level (2 slots): magic mouth, scorching rayDagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft






