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Returning 35 results for 'call wind reining'.
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Backgrounds
Playerâs Handbook
, Navigator's Tools, Rope, Traveler's Clothes, 20 GP; or (B) 50 GP
You lived as a seafarer, wind at your back and decks swaying beneath your feet. Youâve perched on barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.
Spells
Playerâs Handbook
. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each
Bludgeoning damage.
Turns 5â10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Monsters
Tomb of Annihilation
): detect magic, faerie fire, thunderwave
2nd level (3 slots): gust of wind, hold person, lesser restoration
3rd level (2 slots): call lightning, wind wallTalon. Melee Weapon Attack: +4;{"diceNotation
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
as it is grappled. The beanstalks vanish after 1 minute, if the hart has the incapacitated condition, or when the hart dies.
Lightning Call. In response to making a saving throw, the hart calls down a
", "rollAction":"Lightning Call", "rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.Storm giant;Storm giants live high above Eldraine in a cloudy
Monsters
Storm King's Thunder
", "rollAction":"Spellcasting"} to hit with spell attacks):
At will: druidcraft, produce flame
2/day each: animal messenger, barkskin, conjure animals, cure wounds, entangle, speak with plants, thunderwave
1/day each: call lightning, conjure elemental (cast as 1 action), freedom of movement, gust of wind
Monsters
The Wild Beyond the Witchlight
;s much more dangerous against creatures that are significantly bigger than he is.
Valor's Call
The noble adventuring party known as Valorâs Call was founded by Strongheart, a resolute human
","rollType":"roll","rollAction":"Feint"} damage of the weaponâs type.
Second Wind (Recharges after a Short or Long Rest). Elkhorn regains 12 hit points.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
also form strong bonds with the elemental powers of Eldraine, allowing the mages to call on forces like the eastern wind or the fiery hearth.
âThe high fae are capable of magic that would make
material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: dancing lights, detect magic, druidcraft, mage armor (self only)
2/day each: faerie fire, gust of wind
Monsters
Mordenkainen Presents: Monsters of the Multiverse
2/day each: fireball, fly, fog cloud, gust of wind, lightning boltHobgoblins with a prodigious talent for magic sometimes undergo grueling training to become hobgoblin devastators. Devastators are
spellcasters who call down fireballs and other destructive magic in the defense of the court they serve, whether that court is in the Feywild or the Material Plane. A hobgoblin devastator on the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, or half as much damage on a successful one.Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for
rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to
Monsters
Curse of Strahd
, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball, nondetection
4th level (3 slots): blight, greater invisibility, polymorph
5th level
ât up. While outdoors, Strahd can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4
Water Genasi
Legacy
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Species
Elemental Evil Player's Companion
The lapping of waves, the spray of sea foam on the wind, the ocean depthsâall of these things call to your heart. You wander freely and take pride in your independence, though others might
Storm of Vengeance
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
damage.
Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A
creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally
Species
Eberron: Rising from the Last War
of Lyrandar
Wind and water welcome the half-elves who carry the Mark of Storm, and some learn to call on the power of the storm itself.
House Lyrandar
Leader: Esravash dâLyrandar
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, prestidigitation, ray of frost
1st level (4 slots): comprehend languages, fog cloud, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, bestow
","rollType":"roll","rollAction":"Children of the Night"} swarm of bats;swarms of bats or swarm of rats;rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6;{"diceNotation
Tortle
Legacy
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Species
The Tortle Package
I caught a big fish.
Now I search for a good friend
To share my lunch with.
â Tortle haiku
What many tortles consider a simple life, others might call a life of adventure. Tortles are
feeling homesick. Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurerâs chosen path.
Two other circumstances might call an aarakocra to adventure. First, aarakocra
have historical ties to the Wind Dukes of Aaqa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
were minions of Grazzât, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to
kenku make an easy living serving as messengers, spies, and lookouts for thievesâ guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
.â
â From the Oath of Lyrandar
Wind and water welcome the half-elf who carries the Mark of Storms. The wind catches them when they fall, and they swim with remarkable speed. Those who possess
dragonshard focus items can call on even greater powers, shaping the weather and calling on the power of the storm.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
.
âFrom the Oath of Lyrandar
Wind and water welcome the half-elves who carry the Mark of Storm, and some learn to call on the power of the storm itself.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Equipment: Choose A or B: (A) Dagger, Navigatorâs Tools, Rope, Travelerâs Clothes, 20 GP; or (B) 50 GP
You lived as a seafarer, wind at your back and decks swaying beneath your feet. Youâve perched on
barstools in more ports of call than you can remember, faced mighty storms, and swapped stories with folk who live beneath the waves.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
First World, The Scholars speak of a primordial state, a single reality they call the First World, which preceded the Material Plane. Many of the peoples and monsters that inhabit the worlds on the
iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world of the Material Plane is a reflectionâor, in some cases, a distortionâof the First World.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
2nd Level
Animal Messenger
Barkskin
Darkvision
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Hold Person
Lesser Restoration
Locate Animals or
Plants
Locate Object
Moonbeam
Pass without Trace
Protection from Poison
Spike Growth
3rd Level
Call Lightning
Conjure Animals
Daylight
Dispel Magic
Meld into Stone
Plant Growth
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speak with Animals
Thunderwave
2nd Level Animal Messenger
Barkskin
Beast Sense
Darkvision
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Hold Person
Lesser Restoration
Locate Animals or Plants
Locate Object
Moonbeam
Pass without Trace
Protection from Poison
Spike Growth
3rd Level Call Lightning
Conjure Animals
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Old Flame After the incident with Big Momma, it dawns on Topolah that she might know someone willing to help the characters further. She casts fly on herself and lands on the deck of the Second Wind
vampirate. Topolah fears that the crew of the Second Wind might be discouraged by learning this fact before they meet Gargenhale in person. A character who succeeds on a DC 15 Wisdom (Insight) check
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Draakhornâs Call Each time the Draakhorn sounds out, its unearthly call echoes across the Sword Coast. Dragons hear it plainly, even as other creatures hear it only as an indistinct moaning when
their surroundings are quiet and the wind blows just right. Creatures that cannot hear the Draakhorn can still sense it, like a faint vibration felt subconsciously and interpreted as a sense of dread
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Draakhornâs Call Each time the Draakhorn sounds out, its unearthly call echoes across the Sword Coast. Dragons hear it plainly, even as other creatures hear it only as an indistinct moaning when
their surroundings are quiet and the wind blows just right. Creatures that cannot hear the Draakhorn can still sense it, like a faint vibration felt subconsciously and interpreted as a sense of dread
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, theyâre replaced by a shroud of bone-chilling
fog, which the locals call âthe breath of the dead.â Mordentshireâs businesses largely cater to local laborers, with a few remarkable exceptions. Saulbridge Sanitarium provides a refuge for the ill
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
. It is also not unheard of for an exceptionally strong and charismatic evil human to lead stray orcs that no longer have a tribe to call their own.
When Tribes Team Up
An orc tribe typically has no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
different effects on your turn. Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. Round 3. You call six bolts of lightning from the cloud to strike
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
different effects on your turn. Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. Round 3. You call six bolts of lightning from the cloud to strike
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
loudly breaks wind. 2 One statue counts down slowly from 10 to 1. 3 Both statues say in unison, âBOOM-badda-BOOM-badda!â 4 One statue says, âDonât forget to pick up your participation trophy on the way
out.â 5 One statue says, âGive me an H!â 6 One statue asks, âHey, have you seen my cat?â 7 One statue screams, âThe call is coming from inside the mountain!â 8 One statue says, âDie!â as it casts a power word kill spell targeting the creature that triggered the sound effect.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
after him, sweeping the ground in wide strokes with handmade brooms.
The parade is a splendid affair, and the streets are flooded with revelers. Nearby, locals call out to the man in the carriage
Kings of Coin. Characters who follow the parade or search the pier for Kala wind up near the jetty as the parade reaches the end of the thoroughfare.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6
assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6
assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
first needs to acquire a means of transportation: Characters who played the âIcingdeath and Twinkleâ quest can call on either captain to help them. For a cut of 20% of the 8,000 gp reward, the captain
transports the party to repay her debt. Spells such as wind walk or polymorph can grant flight for a limited duration. Finding the ship isnât easy. Characters must use divination magic to locate it, lure






