Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'casts record gar to have reflections'.
Other Suggestions:
class reborn gar to have reflecting
caste reborn gar to have reflecting
castes reborn gar to have reflecting
class regard gar to have reflection
cast reborn gar to have reflecting
Monsters
Princes of the Apocalypse
lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning.
If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28).Cold
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
Monsters
Spelljammer: Adventures in Space
githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):
At will: light, mage hand (the hand is invisible)
2
are the eyes of the multiverse. They use their magic to contact ancient stellar entities such as Acamar, Caiphon, and Hadar, hoping to learn their secrets, then record these secrets in journals. They
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt
Monsters
Mordenkainen Presents: Monsters of the Multiverse
+ 3);{"diceNotation":"2d4+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Spellcasting. The berbalang casts one of the following spells, requiring no
life.
Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged
Monsters
Mythic Odysseys of Theros
hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Psychic Touch","rollDamageType":"psychic"} psychic damage.
Spellcasting. The naiad casts one
hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissuade sailors from this
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
prepared when Gar casts charm person as a 2nd level spell, charming them both.
Round 2. Gar and the two priests swim to area 6, outside the range of the young kraken’s telepathy.
Round 3 (and 4). If
combat using his claw and Wave.
Round 4. Gar swims back.
Round 5. Upon returning to the young kraken, Gar casts charm monster on the creature. It fails its saving throw and believes Gar to be a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
prepared when Gar casts charm person as a 2nd level spell, charming them both.
Round 2. Gar and the two priests swim to area 6, outside the range of the young kraken’s telepathy.
Round 3 (and 4). If
combat using his claw and Wave.
Round 4. Gar swims back.
Round 5. Upon returning to the young kraken, Gar casts charm monster on the creature. It fails its saving throw and believes Gar to be a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
circle to his flank or behind him, etc.) Gar sighs, and disappears from the chamber. In both instances, Gar teleports using the coral as a means of transport, similar to the tree stride spell. He casts
13. Umberlee’s Chosen Accompanied by two sea lions that he keeps as pets, Gar Shatterkeel resides in this underwater cave while he contemplates his next move and communes with Umberlee. When the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
circle to his flank or behind him, etc.) Gar sighs, and disappears from the chamber. In both instances, Gar teleports using the coral as a means of transport, similar to the tree stride spell. He casts
13. Umberlee’s Chosen Accompanied by two sea lions that he keeps as pets, Gar Shatterkeel resides in this underwater cave while he contemplates his next move and communes with Umberlee. When the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
action. He can take no other lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning. If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28).
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Eye of Frost. The one-eyed shiver casts ray of frost from its missing
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
action. He can take no other lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning. If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28).
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Eye of Frost. The one-eyed shiver casts ray of frost from its missing
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
learn their secrets, then record these secrets in journals. They scour Wildspace in search of new entities as well, hoping to be the first to contact them. Some of the secrets learned are so cryptic
damage.
Spellcasting (Psionics). The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):
At will
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
learn their secrets, then record these secrets in journals. They scour Wildspace in search of new entities as well, hoping to be the first to contact them. Some of the secrets learned are so cryptic
damage.
Spellcasting (Psionics). The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):
At will
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
suspended animation as the ship sunk, protecting them from drowning. The undead will not willingly approach this ship, repelled by the power emanating from Amble, and Gar has yet to explore this
confused, and then gathering their wits, casts water breathing on themself. Assuming the characters don’t act with hostility, Amble is very interested in hearing what the characters are doing. Amble can
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the mountain, and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is Gar Shatterkeel, and that he’s a very powerful ocean dweller with a
, one of the kraken priests triggers the ballistae trap, firing both siege weapons simultaneously, while the other casts Evard’s black tentacles, effectively blocking off the entrance to area 10. On the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
suspended animation as the ship sunk, protecting them from drowning. The undead will not willingly approach this ship, repelled by the power emanating from Amble, and Gar has yet to explore this
confused, and then gathering their wits, casts water breathing on themself. Assuming the characters don’t act with hostility, Amble is very interested in hearing what the characters are doing. Amble can
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the mountain, and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is Gar Shatterkeel, and that he’s a very powerful ocean dweller with a
, one of the kraken priests triggers the ballistae trap, firing both siege weapons simultaneously, while the other casts Evard’s black tentacles, effectively blocking off the entrance to area 10. On the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
below it. Few made any lasting record of their explorations, and their names are forgotten. But in the year 893 DR (using the Dalereckoning calendar, about 600 years before the present day), a band of
elemental prophets was driven to seek out the ancient altar by dreams or visions. One by one, Aerisi Kalinoth, Vanifer, Gar Shatterkeel, and Marlos Urnrayle claimed their weapons and became the leaders of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
below it. Few made any lasting record of their explorations, and their names are forgotten. But in the year 893 DR (using the Dalereckoning calendar, about 600 years before the present day), a band of
elemental prophets was driven to seek out the ancient altar by dreams or visions. One by one, Aerisi Kalinoth, Vanifer, Gar Shatterkeel, and Marlos Urnrayle claimed their weapons and became the leaders of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. Pursuit of knowledge drives everything berbalangs
casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:
At will: speak with dead
1/day: plane shift (self only)
Bonus Actions
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. Pursuit of knowledge drives everything berbalangs
casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:
At will: speak with dead
1/day: plane shift (self only)
Bonus Actions
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. Spectral Spy. The pursuit of
speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death.
Dark Reflections. A boneclaw’s master might not want such a servant or even know it
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Spell Scroll, which casts the spell with the benefit of the Metamagic option you chose. The Spell Scroll remains ensorcelled until it is used or you finish a Long Rest. Level 6: Bear Witness You have
: Arcane Apocrypha Your obsessive reflections on the end of existence inspire your writing. Whenever you finish a Long Rest, you can create one Spell Scroll at no cost. It must be a spell of level 5 or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. Spectral Spy. The pursuit of
speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death.
Dark Reflections. A boneclaw’s master might not want such a servant or even know it
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
circumstances: Soon after the party first enters the region When a creature loses more than half its hit points When a creature casts a spell of 1st level or higher When a creature activates a magic item
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
circumstances: Soon after the party first enters the region When a creature loses more than half its hit points When a creature casts a spell of 1st level or higher When a creature activates a magic item
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Aurnozci within the Firehive The cult’s leader, the Eye of Aurnozci, focuses on powerful mortals or enemies of the cult. High-level characters with a record of heroic deeds can easily fall into this
must make a DC 20 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one.
Spellcasting. Aurnozci casts one of the following spells, requiring
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
and permanently laying them to rest. 2 Devout Scholars. This federation prizes knowledge and texts pertaining to their god. They collect rare holy books and record the life stories of miracle-working
appeal to the priests of your faith for magical aid. An NPC cleric or druid of your faith who is of sufficiently high level casts any spell of up to 5th level on your group’s behalf, without charge. The