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Returning 35 results for 'ceilings wizard religion'.
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ceilings wizard religious
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Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) 2 Dagger;Daggers, Staff
Magic Items
Strixhaven: A Curriculum of Chaos
(History) or Intelligence (Religion) check while holding the primer, you can expend 1 charge to give yourself 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the
primer at the end of a long rest, you can choose one 1st-level spell from the cleric or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell
Monsters
Tales from the Yawning Portal
spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following wizard
climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.Pseudopod. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction
Monsters
Vecna: Eve of Ruin
down on ceilings, without needing to make an ability check.Multiattack. The hertilod makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType
;t lizards. Oh no, they’re much worse.”
—Melthena Vellaine, Wizard and Spelljammer
When a dead god is left adrift in the Astral Sea, its corpse sometimes spawns a parasitic
Monsters
Curse of Strahd
":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots):comprehend languages, fog cloud
(1 slot): animate objects, scrying
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. Strahd has the
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation
save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The vampire has the following wizard spells prepared:
Cantrips (at will): mage hand
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
.
— Elminster
Booyahg Caster. This goblin served under a hobgoblin wizard, stole a look at its master’s spellbook, and learned a little wizardry by aping the gestures and words it remembered
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a wizard, you gain the following class features. Hit Points Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6
(or 4) + your Constitution modifier per wizard level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features As a wizard, you gain the following class features. Hit Points Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6
(or 4) + your Constitution modifier per wizard level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Spider Climb Level 2 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Spider Climb Level 2 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spider Climb Level 2 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spider Climb Level 2 Transmutation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wizard BILLY CHRISTIAN A Scholarly Magic-User of Arcane Power Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and
Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) 2
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wizard BILLY CHRISTIAN A Scholarly Magic-User of Arcane Power Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and
Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) 2
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wizard Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight
, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wizard Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight
, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon Features The dungeon is remarkably clean and kept in excellent condition. Its common features are summarized here. Lit Tunnels. Tunnels are 9 feet high and have curved ceilings. Oil lanterns
plaster ceilings. Secret doors blend in with the surrounding walls, but a character with darkvision or sufficient light can find a secret door with a successful DC 10 Wisdom (Perception) check. Smell
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon Features The dungeon is remarkably clean and kept in excellent condition. Its common features are summarized here. Lit Tunnels. Tunnels are 9 feet high and have curved ceilings. Oil lanterns
plaster ceilings. Secret doors blend in with the surrounding walls, but a character with darkvision or sufficient light can find a secret door with a successful DC 10 Wisdom (Perception) check. Smell
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws Wis +4
Skills Arcana +4, Investigation +4, Religion +4
Senses passive Perception 12
Languages Common, plus one of your choice
Magical
). The spellcaster’s spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following wizard spells prepared:
Cantrips (at will): fire bolt, light
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, Religion +5
Senses darkvision 60 ft., passive Perception 12
Languages Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
Challenge 3 (700 XP)
Fey Ancestry. Dralmorrer has advantage on saving throws
spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic missile
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
)
INT
15 (+2)
WIS
18 (+3)
CHA
13 (+1)
Saving Throws Wis +8
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14
Languages Common, plus one of
)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws Wis +6
Skills Arcana +8, Investigation +8, Religion +8
Senses passive Perception 12
Languages Common, plus one of your choice
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
)
INT
15 (+2)
WIS
18 (+3)
CHA
13 (+1)
Saving Throws Wis +8
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14
Languages Common, plus one of
)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws Wis +6
Skills Arcana +8, Investigation +8, Religion +8
Senses passive Perception 12
Languages Common, plus one of your choice
Compendium
- Sources->Dungeons & Dragons->Divine Contention
)
INT
15 (+2)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws Wis +8
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14
Languages Common, plus one of
ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
18 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws Wis +6
Skills Arcana +8, Investigation +8, Religion +8
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic, science, and reason over religion, mysticism, and superstition. Stars Card Name Represents Master of stars Wizard Mystery and riddles; the unknown; those who crave magical power and great
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, Religion +5
Senses darkvision 60 ft., passive Perception 12
Languages Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
Challenge 3 (700 XP)
Fey Ancestry. Dralmorrer has advantage on saving throws
spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic missile
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, Religion +5
Senses darkvision 60 ft., passive Perception 12
Languages Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
Challenge 3 (700 XP)
Fey Ancestry. Dralmorrer has advantage on saving throws
spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic missile
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws Wis +4
Skills Arcana +4, Investigation +4, Religion +4
Senses passive Perception 12
Languages Common, plus one of your choice
Magical
). The spellcaster’s spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The spellcaster has following wizard spells prepared:
Cantrips (at will): fire bolt, light
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, Religion +5
Senses darkvision 60 ft., passive Perception 12
Languages Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
Challenge 3 (700 XP)
Fey Ancestry. Dralmorrer has advantage on saving
spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, Religion +5
Senses darkvision 60 ft., passive Perception 12
Languages Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
Challenge 3 (700 XP)
Fey Ancestry. Dralmorrer has advantage on saving
spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic, science, and reason over religion, mysticism, and superstition. Stars Card Name Represents Master of stars Wizard Mystery and riddles; the unknown; those who crave magical power and great
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, Religion +5
Senses darkvision 60 ft., passive Perception 12
Languages Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
Challenge 3 (700 XP)
Fey Ancestry. Dralmorrer has advantage on saving throws
spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
Cantrips (at will): fire bolt, prestidigitation, shocking grasp
1st level (4 slots): longstrider, magic missile
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
)
INT
15 (+2)
WIS
16 (+3)
CHA
13 (+1)
Saving Throws Wis +6
Skills Arcana +5, Investigation +5, Religion +5
Senses passive Perception 13
Languages Common, plus one of
Wis +5
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 12
Languages Common, plus one of your choice
Potent Cantrip. The spellcaster can add its spellcasting
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
)
INT
15 (+2)
WIS
16 (+3)
CHA
13 (+1)
Saving Throws Wis +6
Skills Arcana +5, Investigation +5, Religion +5
Senses passive Perception 13
Languages Common, plus one of
Wis +5
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 12
Languages Common, plus one of your choice
Potent Cantrip. The spellcaster can add its spellcasting
Compendium
- Sources->Dungeons & Dragons->Divine Contention
)
INT
15 (+2)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws Wis +8
Skills Arcana +6, Investigation +6, Religion +6
Senses passive Perception 14
Languages Common, plus one of
ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
18 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws Wis +6
Skills Arcana +8, Investigation +8, Religion +8