Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'casting wielding reveal'.
Other Suggestions:
casting willing repeat
casting willing reveals
casting willing real
casting willing revert
casting willing reveal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.Multiattack. The hobgoblin makes four attacks, each of which can be an Unarmed
have resided in the Material Plane for centuries. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass
Magic Items
Baldur’s Gate: Descent into Avernus
on its own. The pit fiend won’t reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If
(incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there.
Freeing Gargauth. Casting dispel
Monsters
Fizban's Treasury of Dragons
spellcasting ability (spell save DC 12):
At will: mage hand (the hand is invisible), minor illusionEmerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding
dragons’ preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced
Monsters
Fizban's Treasury of Dragons
hand is invisible), minor illusion
1/day each: detect thoughts, invisibility, silent imageEmerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to
.
Emerald dragons’ preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach
Backgrounds
Guildmasters’ Guide to Ravnica
to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet
solutions. (Chaotic)
3
Discovery. Every experiment has the potential to reveal more secrets of the multiverse. (Any)
4
Science. A rigorous application of logical principles and
Monsters
Fizban's Treasury of Dragons
":"damage", "rollAction":"Emerald Embers", "rollDamageType":"fire"} fire damage.Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to
; preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced
Monsters
Fizban's Treasury of Dragons
":"Emerald Embers", "rollDamageType":"fire"} fire damage.Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and
volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
animation and reveal themselves to be monks of considerable capability. Martial Arts Adept Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
(usually Common)
Challenge 3 (700 XP)
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The adept makes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
animation and reveal themselves to be monks of considerable capability. Martial Arts Adept Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
(usually Common)
Challenge 3 (700 XP)
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The adept makes
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
spell. But even when one’s magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from. When your sorcerer character casts
a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon? Signs of Sorcery d6 Sign
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
spell. But even when one’s magic goes off as planned, the act of casting is often accompanied by a telltale sign that makes it clear where that magical energy came from. When your sorcerer character casts
a spell, does the effort reveal itself in a sign of sorcery? Is this sign tied to your origin or some other aspect of who you are, or is it a seemingly random phenomenon? Signs of Sorcery d6 Sign
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
universe. These beings and forces grant characters the power to wield the magic of their planar domains. For game purposes, wielding divine power isn’t dependent on the gods’ ongoing approval or the
their magic, much like Warlocks’ relationships with their patrons, are ripe for exploration. A Cleric might accompany every casting of a spell with a litany of complaints directed at the gods. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
universe. These beings and forces grant characters the power to wield the magic of their planar domains. For game purposes, wielding divine power isn’t dependent on the gods’ ongoing approval or the
their magic, much like Warlocks’ relationships with their patrons, are ripe for exploration. A Cleric might accompany every casting of a spell with a litany of complaints directed at the gods. The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
drive them out of Argynvostholt. As an action, a revenant attacks twice with its longsword, wielding the weapon with both hands and dealing 15 (2d10 + 4) slashing damage on a hit. Characters who study
(area Q51) is another 20 feet above that. The bar across the north door is easily lifted from this side. Once the bar is removed, the door can be pulled open to reveal a stone staircase leading down to a cemetery (area Q15).
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the arts of magic and stealth. This indoctrination is a slow
., passive Perception 12
Languages Common, Goblin
Challenge 2 (450 XP) Proficiency Bonus +2
Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Cleric must have the Shield in hand when casting a Cleric spell that requires a Material component. If the spell, such as Aid, also requires a Somatic component, the Cleric can perform the Somatic
component with the hand holding the Shield, allowing the Cleric to keep wielding the Mace. However, if this same Cleric were to later cast Cure Wounds—which has Somatic components but no Material components—they would need to unequip either their Shield or Mace to free a hand for the Somatic components.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
drive them out of Argynvostholt. As an action, a revenant attacks twice with its longsword, wielding the weapon with both hands and dealing 15 (2d10 + 4) slashing damage on a hit. Characters who study
(area Q51) is another 20 feet above that. The bar across the north door is easily lifted from this side. Once the bar is removed, the door can be pulled open to reveal a stone staircase leading down to a cemetery (area Q15).
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the arts of magic and stealth. This indoctrination is a slow
., passive Perception 12
Languages Common, Goblin
Challenge 2 (450 XP) Proficiency Bonus +2
Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Cleric must have the Shield in hand when casting a Cleric spell that requires a Material component. If the spell, such as Aid, also requires a Somatic component, the Cleric can perform the Somatic
component with the hand holding the Shield, allowing the Cleric to keep wielding the Mace. However, if this same Cleric were to later cast Cure Wounds—which has Somatic components but no Material components—they would need to unequip either their Shield or Mace to free a hand for the Somatic components.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Nystul’s Magic Aura 2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (a small square of silk) Duration: 24 hours You place an illusion on a creature or an object you touch
so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Nystul’s Magic Aura 2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (a small square of silk) Duration: 24 hours You place an illusion on a creature or an object you touch
so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
princess, who does not reveal her true name, claims to be the only one who can destroy the Queen of Air and Darkness and free the Gloaming Court from that tyrannical ruler. It’s clear that the speaker’s
imprisoned. Charm of the Shadow Glass This charm allows you to cast the shatter spell (save DC 16) as an action, no components required. The next time you finish a short or long rest after casting the spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
interaction features the adventurers talking to someone (or something) else. It might mean demanding that a captured scout reveal the secret entrance to the goblin lair, getting information from a
characters and other creatures swinging weapons, casting spells, maneuvering for position, and so on—all in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
interaction features the adventurers talking to someone (or something) else. It might mean demanding that a captured scout reveal the secret entrance to the goblin lair, getting information from a
characters and other creatures swinging weapons, casting spells, maneuvering for position, and so on—all in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
muscles as the glow softens to reveal the interior of a sun-kissed cathedral. How light passes through the scab and into the stained glass windows is a mystery only magic can answer.
Pillars line a
similar effect, the flaw is removed. Casting detect magic in the Bleeding Citadel reveals that the whole structure radiates auras of abjuration and evocation magic. The interior of the citadel is one
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
muscles as the glow softens to reveal the interior of a sun-kissed cathedral. How light passes through the scab and into the stained glass windows is a mystery only magic can answer.
Pillars line a
similar effect, the flaw is removed. Casting detect magic in the Bleeding Citadel reveals that the whole structure radiates auras of abjuration and evocation magic. The interior of the citadel is one
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
princess, who does not reveal her true name, claims to be the only one who can destroy the Queen of Air and Darkness and free the Gloaming Court from that tyrannical ruler. It’s clear that the speaker’s
imprisoned. Charm of the Shadow Glass This charm allows you to cast the shatter spell (save DC 16) as an action, no components required. The next time you finish a short or long rest after casting the spell