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                        Returning 14 results for 'cantrips with returns'.
                    
                
                        
                            
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                                        cantrips with returner
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the
                                                
                                            
                                                
                                                     regains after finishing a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys, expeditious retreat, hex
2nd
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     offer, it returns to its home plane.
Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20.
Humanoid. You can immediately choose to
                                                
                                            
                                                
                                                     1 year passes, the revenant kills you, or you use a Wish spell to banish it permanently to the afterlife.
Warrior. Your Strength score increases by 2 to a maximum of 22.
Well. You learn three cantrips of your choice from any spell list.
                                                
                                            
                                        
                                                    Spirit Naga
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Rejuvenation. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Rejuvenation"} days and regains all its hit points. Only a wish spell can prevent this
                                                
                                            
                                                
                                                    ":"Spellcasting"} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of
                                                
                                            
                                        
                                                    Guardian Naga
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Rejuvenation. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Rejuvenation"} days and regains all its hit points. Only a wish spell can prevent this
                                                
                                            
                                                
                                                    ":"Spellcasting"} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy
1st
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    
 Challenge 8 (3,900 XP)
 Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
 Spellcasting. The
                                                
                                            
                                                
                                                     wizard spells prepared:
 Cantrips (at will): mage hand, minor illusion, ray of frost
 1st level (4 slots): charm person, detect magic, sleep
 2nd level (3 slots): detect thoughts, hold person
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     Immunities charmed, poisoned
 Senses darkvision 60 ft., passive Perception 14
 Languages Celestial, Common
 Challenge 10 (5,900 XP)
 Rejuvenation. If it dies, the naga returns to life in 1d6 days and
                                                
                                            
                                                
                                                     hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
 Cantrips (at will): mending, sacred flame, thaumaturgy
 1st level (4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this
                                                
                                            
                                                
                                                     following warlock spells:
 Cantrips (at will): chill touch, eldritch blast, mage hand
 1st level: armor of Agathys, expeditious retreat, hex
 2nd level: invisibility
 3rd level: vampiric touch
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     become hermits and hunters, either wandering alone or leading packs of giant spiders. On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some
                                                
                                            
                                                
                                                     ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:
 Cantrips (at will): poison spray, thaumaturgy
 1st level (4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     the frescoes also smash free and attack. None of the monsters pursue those who flee this room, which soon returns to its original state. Diderius can use mummy lord legendary actions, but he is
                                                
                                            
                                                
                                                     spells: Cantrips (at will): minor illusion, ray of frost
 1st level (4 slots): charm person, detect magic, shield, thunderwave
 2nd level (3 slots): cloud of daggers, hold person, see invisibility
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     behind the frescoes also smash free and attack. None of the monsters pursue those who flee this room, which soon returns to its original state. Diderius can use mummy lord legendary actions, but he is
                                                
                                            
                                                
                                                     unusual because he casts wizard spells. He uses his 18 Intelligence as his spellcasting ability (his Wisdom remains 18) and has the following wizard spells prepared: Cantrips (at will): minor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     spells prepared: Cantrips (at will): fire bolt, mage hand, prestidigitation 1st level (4 slots): detect magic, magic missile, shield 2nd level (3 slots): blur, detect thoughts, misty step, shatter 3rd
                                                
                                            
                                                
                                                     11c. If the characters have not destroyed his body, Trobriand’s spirit returns to it immediately, and he awakens in area 11c as an archmage with the same spell list as in his golem form and the same
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     nearby festhalls. There is a 50 percent chance that Revil is absent when the characters arrive, in which case he returns after 1d4 hours. The stairs leads up to a secret door that opens inside a large
                                                
                                            
                                                
                                                     (NG male Calishite human mage) dwells in the villa and renews the hallucinatory terrain spell every day at highsun (he has that spell prepared instead of ice storm). He uses his cantrips to frighten away squatters and other unwanted intruders.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
 Cantrips (at will): chill
                                                
                                            
                                                
                                                    , or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     you refuse the Fiend’s offer, it returns to its home plane. Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20. Humanoid. You can
                                                
                                            
                                                
                                                     to banish it permanently to the afterlife. Warrior. Your Strength score increases by 2 to a maximum of 22. Well. You learn three cantrips of your choice from any spell list.
                                                
                                            
                                        





