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Returning 35 results for 'cast rebuke greater to have rare'.
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Magic Items
Dungeon Master’s Guide
greater than that score.
This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.
Type of Giant
Strength
Rarity
Potion of Hill
Giant Strength
21
Uncommon
Potion of Frost Giant Strength
23
Rare
Potion of Stone Giant Strength
23
Rare
Potion of Fire Giant Strength
25
Rare
Potion of Cloud Giant Strength
27
Very Rare
Potion of Storm Giant Strength
29
Legendary
Magic Items
Dungeon Master’s Guide
While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score
different, but they have the same effect.
Type
Strength
Rarity
Belt of Hill Giant Strength
21
Rare
Belt of Frost Giant Strength
23
Very Rare
Belt of Stone Giant Strength
23
Magic Items
Dungeon Master’s Guide
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic.
Ioun Stone of Agility;Agility (Very Rare). Your
Magic Items
Dungeon Master’s Guide
daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical
.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
2
Rare
13
+5
3
Rare
15
+7
4
Very Rare
15
+7
5
Very Rare
17
+9
6
Legendary
17
+9
7
Legendary
18
+10
8
Legendary
18
+10
Magic Items
Dungeon Master’s Guide
A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise
, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted
Magic Items
Dungeon Master’s Guide
saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until
from Evil and Good, plus the spells listed for the particular instrument
Anstruth harp
Very Rare
Cure Wounds (level 5), Ice Storm, Wall of Thorns
Canaith mandolin
Rare
Cure Wounds (level
Magic Items
Dungeon Master’s Guide
regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
2
Rare
13
+5
3
Rare
15
+7
4
Very Rare
15
+7
5
Very Rare
17
+9
6
Legendary
17
+9
7
Legendary
18
+10
8
Legendary
18
+10
Magic Items
Dungeon Master’s Guide
school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon
Uncommon
13
+5
1
Uncommon
13
+5
2
Rare
13
+5
3
Rare
15
+7
4
Very Rare
15
+7
5
Very Rare
17
+9
6
Legendary
17
+9
7
Legendary
18
+10
8
Legendary
18
+10
Spells
Player’s Handbook
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or
take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft
Concentration or Temporary Hit Points required to maintain the spell)1/Day Each: Greater Restoration, Major ImageLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
Concentration or Temporary Hit Points required to maintain the spell)1/Day Each: Greater Restoration, Major Image, Project ImageLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s
Magic Items
Dungeon Master’s Guide
talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding
a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Spells
Player’s Handbook
question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast
Magic Items
Dungeon Master’s Guide
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it.
The following crystal ball variants are legendary
items and have additional properties.
Crystal Ball of Mind Reading. You can use an action to cast the Detect Thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting
Magic Items
Dungeon Master’s Guide
the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using
your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
1d20
Bead
Spell
1–6
Bead of
Magic Items
Dungeon Master’s Guide
This Tiny pot bears relief scenes of heroes on its cast-iron sides.
You can use the cauldron as a Spellcasting Focus for your spells, and it functions as a suitable component for the Scrying spell
.
Brew Potion. When you finish a Long Rest, you can use the cauldron to create a Potion of Healing (greater), which takes 1 minute. The potion lasts for 24 hours, then loses its magic if not consumed
Magic Items
Dungeon Master’s Guide
of Wondrous Power (Bronze Griffon);Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can’t be used again
until 5 days have passed.
Figurine of Wondrous Power (Ebony Fly);Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block
Magic Items
Dungeon Master’s Guide
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a
special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
Spells
Player’s Handbook
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of
Spells
Player’s Handbook
without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without
Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5
Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much
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
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
Spells
Player’s Handbook
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks
Spells
Player’s Handbook
might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
Classes
Player’s Handbook
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any
Magic Items
Dungeon Master’s Guide
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
Monsters
Mythic Odysseys of Theros
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
Magic Items
The Book of Many Things
resistance to fire and necrotic damage.
Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast
the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.
Monsters
Princes of the Apocalypse
, produce flame, thaumaturgy
1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield
2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
3rd level (3 slots
action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can’t cast the same spell two rounds in a row, although she can continue to concentrate on a
Monsters
Guildmasters’ Guide to Ravnica
innate spellcasting ability is Charisma (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). The witch can innately cast the
death, enthrall, suggestion
3/day each: hellish rebuke, hex, scorching ray (at 3rd level)Multiattack. The witch makes two attacks: one with its longsword and one with its shortsword.
Longsword. Melee
Magic Items
Waterdeep: Dungeon of the Mad Mage
cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from
the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest
Magic Items
The Book of Many Things
This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you
use the ring to cast the spell, the ring can’t cast the spell again until the next dawn.
Six varieties of Sage’s Signet rings exist, each with a different signet (see the table below). A
Magic Items
Guildmasters’ Guide to Ravnica
This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes
guild’s recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13
Magic Items
Fizban's Treasury of Dragons
Slumbering vessel, you can fill a Stirring vessel with mead, a potion of fire breath, or a potion of healing (greater).
Dragon Vessel (Wakened);Wakened (Very Rare).In addition to the options for a
the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours.
Dragon Vessel (Stirring);Stirring (Rare). In addition to the options for a
Magic Items
Tales from the Yawning Portal
When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.
A
;
Rarity
potion of mind control (beast);Mind control (beast)
Rare
potion of mind control (humanoid);Mind control (humanoid)
Rare
potion of mind control (monster);Mind control (monster)
Very rare
Magic Items
Mythic Odysseys of Theros
there. The save DC for the spell is 13.
The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn.
GOD
SPELL
Klothys
entangle
Kruphix
dissonant whispers
Mogis
hellish rebuke
Nylea
faerie fire
Pharika
lesser restoration
Phenax
charm person
Purphoros
searing smite
Thassa
identify