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Returning 35 results for 'casting with religion'.
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calling with religious
calling with religions
cutting with religious
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chasing with religious
backgrounds
, History, Religion, Nature
Tool Proficiencies: Leatherworker's Tools
Equipment:Choose A or B: (A) Leatherworker’s Tools, Book (one creature type), Hooded Lantern, Hunting Trap, Oil (3 flasks
raving
3
A knife made from a massive creature’s claw
4
A casting of a monstrous footprint
5
A hide or pelt from a vicious beast
6
A glass eye that normal animals shy away from
magic-items
: Celestial.
Attunement Check: Intelligence (Religion) DC 20. To end your attunement to the Seven Cryptical Books of Hsan, you must visit each of the seven realms that it allows access to.
Benefits
gain one additional spell slot of the highest level you can use.
You can cast gate once per day without expending a spell slot. Wisdom is your casting ability for this spell. When you cast it, you open
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on other goblins with whips
goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Use the mage stat block in the Monster Manual to represent this goblin, adding
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divination 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which
outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divination 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which
outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divination 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which
outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divination 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which
outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Abyssal Throne Gate Opening either of these devices (in the central abbey or the tomb of the medusa) creates the effect of casting a gate spell. As per that spell, the characters might wish to name a
. A follow-up successful DC 15 Intelligence (Religion) check can then trigger ritual magic that reverses the flood of ooze and sends it back to the Slime Pits. However, if this check is failed by 5 or
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Abyssal Throne Gate Opening either of these devices (in the central abbey or the tomb of the medusa) creates the effect of casting a gate spell. As per that spell, the characters might wish to name a
. A follow-up successful DC 15 Intelligence (Religion) check can then trigger ritual magic that reverses the flood of ooze and sends it back to the Slime Pits. However, if this check is failed by 5 or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects. Flumphs are sensitive to the emotional states of nearby
the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment. Flumph Society. Flumphs live in complex and organized groups called
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects. Flumphs are sensitive to the emotional states of nearby
the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment. Flumph Society. Flumphs live in complex and organized groups called
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
40 ft.
STR
16(+3)
DEX
12(+1)
CON
14(+2)
INT
12(+1)
WIS
15(+2)
CHA
10(+0)
Saving Throws Con +4, Wis +4
Skills Insight +4, Nature +3, Religion +3
spells with a casting time of 1 action.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands.
MATHIAS KOLLROS
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
40 ft.
STR
16(+3)
DEX
12(+1)
CON
14(+2)
INT
12(+1)
WIS
15(+2)
CHA
10(+0)
Saving Throws Con +4, Wis +4
Skills Insight +4, Nature +3, Religion +3
spells with a casting time of 1 action.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands.
MATHIAS KOLLROS
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
this building. A character who examines the golden pick and succeeds on a DC 13 Intelligence (Religion) check recognizes it as the symbol of the Deep Brother, Callarduran Smoothhands, a god worshiped
back to the abbey. Minutes after Kavoda returned to the abbey, Slonk and Yuzzik showed up. Kavoda avoided them by casting meld into stone. He has been using meld into stone spells to hide ever since. As
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
this building. A character who examines the golden pick and succeeds on a DC 13 Intelligence (Religion) check recognizes it as the symbol of the Deep Brother, Callarduran Smoothhands, a god worshiped
back to the abbey. Minutes after Kavoda returned to the abbey, Slonk and Yuzzik showed up. Kavoda avoided them by casting meld into stone. He has been using meld into stone spells to hide ever since. As
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures to pass through the cavern, so the Stonecloaks avoid this area. Casting a spell of 1st level or higher in this cavern has a chance of waking the mummy lord equal to the spell’s level × 10 percent
.
Stealing any of the treasure around the altar or touching the stalagmite automatically awakens Gorka Tharn. In addition, casting a spell of 1st level or higher in this cavern has a chance of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
—
17th
+6
—
4
10
4
3
3
3
1
18th
+6
Ability Score Improvement
4
10
4
3
3
3
1
19th
+6
—
4
11
4
3
3
3
2
20th
+6
Focused Casting
4
11
, Persuasion, and Religion. The sidekick gains proficiency with light armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it also gains proficiency with all simple
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures to pass through the cavern, so the Stonecloaks avoid this area. Casting a spell of 1st level or higher in this cavern has a chance of waking the mummy lord equal to the spell’s level × 10 percent
.
Stealing any of the treasure around the altar or touching the stalagmite automatically awakens Gorka Tharn. In addition, casting a spell of 1st level or higher in this cavern has a chance of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
—
17th
+6
—
4
10
4
3
3
3
1
18th
+6
Ability Score Improvement
4
10
4
3
3
3
1
19th
+6
—
4
11
4
3
3
3
2
20th
+6
Focused Casting
4
11
, Persuasion, and Religion. The sidekick gains proficiency with light armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it also gains proficiency with all simple
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pounds and bears the broken arrow symbol of Laduguer. Any duergar recognizes the symbol right away, while non-duergar recognize it with a successful DC 15 Intelligence (Religion) check. Any humanoid that
touches the shield becomes cursed with the flaw: “I take no joy or pleasure in anything.” This flaw supersedes any opposing flaw. Casting a remove curse spell or similar magic on the creature ends the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make
must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest. Object Reading. Holding an object as
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
(+6)
CHA
22 (+6)
Saving Throws Con +11, Int +14, Wis +13
Skills Arcana +14, History +14, Insight +13, Religion +14
Damage Resistances radiant
Damage Immunities poison
Condition
Shining Counterspell. Alustriel interrupts a creature she can see within 60 feet of herself that is casting a spell. If the spell is 5th level or lower, it fails and has no effect. If the spell is 6th
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make
must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest. Object Reading. Holding an object as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pounds and bears the broken arrow symbol of Laduguer. Any duergar recognizes the symbol right away, while non-duergar recognize it with a successful DC 15 Intelligence (Religion) check. Any humanoid that
touches the shield becomes cursed with the flaw: “I take no joy or pleasure in anything.” This flaw supersedes any opposing flaw. Casting a remove curse spell or similar magic on the creature ends the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
(+6)
CHA
22 (+6)
Saving Throws Con +11, Int +14, Wis +13
Skills Arcana +14, History +14, Insight +13, Religion +14
Damage Resistances radiant
Damage Immunities poison
Condition
Shining Counterspell. Alustriel interrupts a creature she can see within 60 feet of herself that is casting a spell. If the spell is 5th level or lower, it fails and has no effect. If the spell is 6th
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. (This is included above.) Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. Casting in
or someone casting Identify. The book contains the level 1+ spells you know. Spell Slots. You have four level 1 spell slots and three level 2 spell slots for your level 1+ spells. You regain all
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. (This is included above.) Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. Casting in
or someone casting Identify. The book contains the level 1+ spells you know. Spell Slots. You have four level 1 spell slots and three level 2 spell slots for your level 1+ spells. You regain all
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
.
Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear
+1 +1
Mod Save
Int 10 +0 +0
Wis 14 +2 +4
Cha 13 +1 +1
Skills Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
+ 16)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Deception +5, Intimidation +5, Religion +2
16 (+3)
Skills Arcana +3, Religion +3
Damage Immunities fire
Senses passive Perception 10
Languages Common, Ignan
Challenge 6 (2,300 XP)
Spellcasting. The flamewrath is a 7th-level
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
.
Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear
+1 +1
Mod Save
Int 10 +0 +0
Wis 14 +2 +4
Cha 13 +1 +1
Skills Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
+ 16)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Deception +5, Intimidation +5, Religion +2
16 (+3)
Skills Arcana +3, Religion +3
Damage Immunities fire
Senses passive Perception 10
Languages Common, Ignan
Challenge 6 (2,300 XP)
Spellcasting. The flamewrath is a 7th-level
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the
specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Soapwort and is laid to rest when the faerie tells him that this life is but a dream. Soapwort returns to the Feywild when his job is done.
Casting speak with dead is fruitless, as the corpse no
with her forefinger pressed to her lips in a hushing gesture. Characters who succeed on a DC 15 Intelligence (Religion or Arcana) check recognize her as Mystra, goddess of magic. Thalivar’s notes are
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Soapwort and is laid to rest when the faerie tells him that this life is but a dream. Soapwort returns to the Feywild when his job is done.
Casting speak with dead is fruitless, as the corpse no
with her forefinger pressed to her lips in a hushing gesture. Characters who succeed on a DC 15 Intelligence (Religion or Arcana) check recognize her as Mystra, goddess of magic. Thalivar’s notes are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the
specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen