Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'casting water reflect'.
Other Suggestions:
calling water respect
calling watch reflect
casting water respect
chasing watch reflect
calling water reflects
Spells
Player’s Handbook
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting
two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes
Spells
Player’s Handbook
damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
Monsters
Vecna: Eve of Ruin
False Appearance. If the mirror shade is within 5 feet of a reflective surface—such as a mirror, glass pane, or still water—it has advantage on its initiative roll. If a creature hasn
translucent objects as if they were difficult terrain.Multiattack. The mirror shade makes two Phantasmal Strike attacks and uses Reflect Fear.
Phantasmal Strike. Melee Weapon Attack: +7;{"diceNotation
Monsters
Bigby Presents: Glory of the Giants
Ordning to embrace Elemental Evil are more likely to serve Olhydra, the Princess of Evil Water. To these giants, water is a cruel and destructive force that finds its ultimate expression in ice
. These cultists of Evil Water often hide their allegiance as long as possible while urging their communities to everincreasing depths of cruelty and violence, but if the cultists’ apostasy is
Monsters
Princes of the Apocalypse
Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His
asterisked spell is from appendix B):
Cantrips (at will): mending, resistance, shape water*
1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave
2nd level (3 slots): darkvision
Magic Items
Tales from the Yawning Portal
surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good
(consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Monsters
Fizban's Treasury of Dragons
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
Monsters
Candlekeep Mysteries
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring
magic, glyph of warding, slow
4th level (3 slots): blight, polymorph
5th level (2 slots): dominate person, seeming
6th level (1 slot): Otto's irresistible dance
For casting these spells, each hag
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Monsters
Fizban's Treasury of Dragons
their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more
Monsters
Fizban's Treasury of Dragons
behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle’s defenses, magical storms manifest to
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more interested in the shiny baubles people carry than in anything
Monsters
Icewind Dale: Rime of the Frostmaiden
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water, dispel magic, protection from evil and good, sendingThe dragon can take 3 legendary
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril dwells on Solstice, a frozen island hidden among the titanic
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
ability (spell save DC 21):
At will: Detect Evil and Good, Detect Magic, Thaumaturgy
3/day each: Create Food and Water (the food is always tasty), Dispel Magic, Invisibility, Legend Lore (as an action
Contingency
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell--called the contingent spell--as part of casting contingency
spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect
Freezing Sphere
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not
including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water
Otiluke's Freezing Sphere
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not
including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water
Green Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag is
Spells
Xanathar's Guide to Everything
casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment
.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an
Sea Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw
curse, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag
Monsters
Mordenkainen's Fiendish Folio Volume 1
into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak
, set itself up as a petty lord, and rule over all those who fall into its grasp.
A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
result every few days that pass in the campaign to reflect your ever-changing curiosity.
Tabaxi Obsessions
d8
My curiosity is currently fixed on …
1
A god or planar entity
You have a minor phobia of water and hate getting wet.
4
Your tail always betrays your inner thoughts.
5
You purr loudly when you are happy.
6
You keep a small ball of yarn in your
Backgrounds
Guildmasters’ Guide to Ravnica
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Adult 15 control water, fog cloud
Ancient 17 control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
those rules to these aquatic dragons.) Dragon Turtle Personality Traits d8 Trait
1 I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the Material Plane are infinitely diverse, for they reflect the creative imagination of the DMs who set their games there, as well as the players whose heroes adventure there. They include magic
-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
background for any Lhazaar, but you can ask your DM if you can switch a tool proficiency for vehicles (water) proficiency. Lhazaar are flamboyant people with little concern for the law, so charlatan
, entertainer, and folk hero are all appropriate backgrounds. Local Customs. Each principality has its own martial traditions, fashions, and slang. Think about how your choices reflect your principality
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Walk Level 3 Transmutation (Cleric, Druid, Ranger, Sorcerer)
Casting Time
Warding Bond Level 2 Abjuration (Cleric, Paladin) Casting Time: Action
Range: Touch
Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Create Food and Water 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pounds of food and 30 gallons of water on the ground or in
containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Create Food and Water Level 3 Conjuration (Cleric, Paladin) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You create 45 pounds of food and 30 gallons of fresh
water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Frost Giant of Evil Water I learned enough about the Temple of Elemental Evil in my studies with Mordenkainen that I regard giants connected to the cult with a healthy amount of respect. When you
almost the equal of the four Princes of Elemental Evil), frost giants who turn from the gods of the Ordning to embrace Elemental Evil are more likely to serve Olhydra, the Princess of Evil Water. To
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Create or Destroy Water 1st-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it) Duration
: Instantaneous You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within






