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Returning 35 results for 'channel cause way'.
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change cause way
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Classes
Player’s Handbook
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.
Becoming a Cleric...
As a Level 1
Spells
Xanathar's Guide to Everything
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target
Dagger of Venom
Legacy
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Magic Items
Basic Rules (2014)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack
using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Monsters
Quests from the Infinite Staircase
":"1d6+3", "rollType":"damage", "rollAction":"Handaxe", "rollDamageType":"slashing"} slashing damage.Champions are blessed by Gorm to lead their fellow guardians. In battle, they channel auras of ghostly
cause, buffeting these foes with their shocking implements.Aura of Resilience (1/Day). The champion exudes an aura of ghostly lightning that fills a 10-foot-radius sphere centered on itself. While this
Classes
Sword Coast Adventurer's Guide
Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of
every living creature.
Way of the Sun Soul Features
Monk Level
Feature
3rd
Radiant Sun Bolt
6th
Searing Arc Strike
11th
Searing Sunburst
17th
Sun Shield
Classes
Sword Coast Adventurer's Guide
Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of
every living creature.
Way of the Sun Soul Features
Monk Level
Feature
3rd
Radiant Sun Bolt
6th
Searing Arc Strike
11th
Searing Sunburst
17th
Sun Shield
Spells
Elemental Evil Player's Companion
flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your
direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water
Driftglobe
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect
in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If
Monsters
Bigby Presents: Glory of the Giants
":"bludgeoning"} bludgeoning damage. The firegaunt can cause the maul to erupt with crimson flames, and the target must succeed on a DC 18 Dexterity saving throw or take 10 (3d6);{"diceNotation":"3d6
"} necrotic damage. The maul can erupt with flames in this way only once per turn.
Crimson Rays (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Crimson Rays"}. The firegaunt
Monsters
Fizban's Treasury of Dragons
, plus 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Longsword", "rollDamageType":"radiant"} radiant damage. The dragonborn can cause the sword to flare with bright light, and the
target must succeed on a DC 14 Constitution saving throw or be blinded until the start of the dragonborn’s next turn. The sword can flare in this way only once per turn.
Healing Touch (1/Day). The
Monsters
Ghosts of Saltmarsh
cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet.
Shark Telepathy
of Sekolah. The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares at the light.
Drow Shadowblade
Legacy
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Monsters
Mordenkainen’s Tome of Foes
that darkness and cause the target to take 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Multiattack","rollDamageType":"necrotic"} necrotic damage. The drow can dismiss darkness in
this way no more than once per turn.
Shadow Sword. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Shadow Sword"} to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5
Monsters
Bigby Presents: Glory of the Giants
"} bludgeoning damage. The giant can cause the club to emit a burst of thunderous energy that deals 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Thundering Stone Club
", "rollDamageType":"thunder"} thunder damage to each creature, other than the giant, within 30 feet of the target. The club can emit a burst this way only once per turn.
Boulder. Ranged Weapon Attack: +10
Spells
Xanathar's Guide to Everything
around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth
Monsters
Mythic Odysseys of Theros
Antimagic Cone. The woe strider's open mouth creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone. At the start of each of its turns, the woe strider decides which way the
them to search for answers within the bowels of other beings, performing murderous haruspicy in pursuit of their discarded cosmic purpose. When they fail to find answers, their unnatural cries cause reality to shudder, undermining magic and sane minds alike.
Monsters
Planescape: Adventures in the Multiverse
, except for magic items, reduced to ash. Hit or Miss: The rot blade can cause the blade to emit a burst of entropic magic in a 10-foot-radius sphere centered on the weapon. Each creature in that area
"} necrotic damage. The blade can emit entropic magic in this way only once per turn.
Entropic Javelin. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Entropic
Monsters
Quests from the Infinite Staircase
charmed in this way, the leprechaun partakes of the offering, treats the creature as a trusted friend, and seeks to defend it from harm. The charmed condition ends if the creature or any of its allies
fixing and making things. Industrious and proud, leprechauns channel this creative energy into their tools, using them to quickly mend damaged objects, craft new ones from raw materials, and mold
Feats
Dragonlance: Shadow of the Dragon Queen
long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you
gained the Initiate of High Sorcery feat.
Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a
Monsters
Planescape: Adventures in the Multiverse
this way, the creature loses all weapon and skill proficiencies, it can’t cast spells, it can’t understand language, and it has disadvantage on Intelligence saving throws. The target can
;s Mind Poison for 24 hours.Respected as guardians by villains across the multiverse, maelephants are Fiends with pachyderm-like heads. They can exhale toxic fumes that cause foes to temporarily
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
be stunned until the end of the mummy lord's next turn.
Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can’t use the same effect two rounds in a row.
Each
Drow Shadowblade (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
that darkness and cause the target to take 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Multiattack","rollDamageType":"necrotic"} necrotic damage. The drow can dismiss darkness in
this way no more than once per turn.
Shadow Sword. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Shadow Sword"} to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5
Equipment
the device gives the device 3 charges.
As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:
Control. One Construct of your choice within 60
feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can
Spells
Acquisitions Incorporated
that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it
its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving
Equipment
concentrate the toxin in subdermal muscles and eventually cause skin and muscle to slough away. A creature subjected to this poison feels no effect until the end of its next turn. If the poison isn
’t neutralized before that time, the creature must make a DC 15 Constitution saving throw. On a failed save, the creature has the Poisoned condition for 1 hour. While Poisoned in this way, the
Monsters
Tyranny of Dragons
-undead creature within 10 feet of him that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.
Channel Negative Energy
encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects
Feats
The Book of Many Things
You have learned to channel your magic through a deck of cards. You can use a card deck as your spellcasting focus, and you gain the following benefits:
Card Tricks. You learn the Prestidigitation
cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash
seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater’s household.
Although Titivilus is inferior in physical strength and power when compared to other
Magic Items
Guildmasters’ Guide to Ravnica
Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help
channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium
Ancient Red Dragon
Legacy
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Monsters
Basic Rules (2014)
Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Magma
count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a
Ancient Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.A Gold Dragon’s Lair
Gold dragons make their homes in out-of-the-way
ancient ruins.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds
Adult Red Dracolich
Legacy
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Monsters
Monster Manual (2014)
, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair Actions
On initiative count 20 (losing initiative ties), the dracolich takes a lair action to cause
poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary red dracolich's lair is warped by the dracolich's magic, which creates one or more of the
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
surfaces substituting for the mirror needed to cast certain divination spells. While being used in this way, the fractine siphons magical energy from the spellcaster—not enough to cause harm
.
Bludgeoning, piercing, slashing, and thunder damage can cause a fractine to break into two smaller fractines, each one autonomous and capable of imprisoning creatures. When a fractine dies, it folds in on
Adult Red Dragon
Legacy
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Monsters
Basic Rules (2014)
initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Magma erupts from a
the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is
Adult Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.A Gold Dragon’s Lair
Gold dragons make their homes in out-of-the-way places
ruins.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row
Monsters
The Wild Beyond the Witchlight
’re always ready to put themself in harm’s way to see justice triumph over tyranny and inequality.
Molliver invites trouble by not thinking through the ramifications of their actions
not appear in this adventure, are busy elsewhere.) Strongheart is always on the lookout for courageous heroes who are willing to devote themselves to a good cause. Only good-aligned characters are allowed to join Valor’s Call.






