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Returning 35 results for 'choose channels'.
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Spells
Player’s Handbook
This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
Overgrowth. Choose a point within range. All normal
Monsters
Spelljammer: Adventures in Space
spellcasting ability:
2/day: teleportAn astral elf commander leads warriors into battle and usually has one or more spelljamming ships under their command. A commander channels the radiant energy of
gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse
Plant Growth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action
, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot
Monsters
Mordenkainen's Fiendish Folio Volume 1
","rollDamageType":"necrotic"} necrotic damage.
Legendary Resistance (3/Day). If Ygorl fails a saving throw, it can choose to succeed instead.
Magic Resistance. Ygorl has advantage on saving throws against
.
Speaking to Ygorl is a taxing endeavor, as the lord of entropy channels its thoughts as a stream of consciousness that is both disturbing and difficult to follow. Mortal creatures that have attempted
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
damage if it fails.
Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.
Turn Immunity. The demilich is immune to effects that turn undead.Howl (Recharge
it to retreat into its ancient tomb and forget to feed on souls. The spells it once knew fade from its mind, and it no longer channels the arcane energy it wielded as a lich. However, even as a mere
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Plant Growth Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action (Overgrowth) or 8 hours (Enrichment)
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels
vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Plant Growth Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action (Overgrowth) or 8 hours (Enrichment)
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels
vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Plant Growth 3rd-level transmutation Casting Time: 1 action or 8 hours Range: 150 feet Components: V, S Duration: Instantaneous This spell channels vitality into plants within a specific area. There
are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Plant Growth 3rd-level transmutation Casting Time: 1 action or 8 hours Range: 150 feet Components: V, S Duration: Instantaneous This spell channels vitality into plants within a specific area. There
are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Plant Growth 3rd-level transmutation Casting Time: 1 action or 8 hours Range: 150 feet Components: V, S Duration: Instantaneous This spell channels vitality into plants within a specific area. There
are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Plant Growth Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action (Overgrowth) or 8 hours (Enrichment)
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels
vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Plant Growth Level 3 Transmutation (Bard, Druid, Ranger) Casting Time: Action (Overgrowth) or 8 hours (Enrichment)
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels
vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Plant Growth 3rd-level transmutation Casting Time: 1 action or 8 hours Range: 150 feet Components: V, S Duration: Instantaneous This spell channels vitality into plants within a specific area. There
are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead
list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
channels heat instead of healing energy.
Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a
. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
channels the arcane energy it wielded as a lich. However, even as a mere skull it remains a deadly and vexing enemy. Enduring Existence. Even after a lich is reduced to a demilich state, its phylactery
instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.
Turn
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
channels heat instead of healing energy.
Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a
. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead
list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The
until you finish a short or long rest. Fire Rune. This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The
until you finish a short or long rest. Fire Rune. This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
channels the arcane energy it wielded as a lich. However, even as a mere skull it remains a deadly and vexing enemy. Enduring Existence. Even after a lich is reduced to a demilich state, its phylactery
instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.
Turn
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
rest.
OCCULTANT ABACUS
Bead of Instant Karma At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a
to dust when used, reappearing on your occultant abacus at the next dawn. Death’s Omen Also at rank 3, you gain the ability to read the grim portents of a creature’s demise. As a bonus action, choose
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
rest.
OCCULTANT ABACUS
Bead of Instant Karma At rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a
to dust when used, reappearing on your occultant abacus at the next dawn. Death’s Omen Also at rank 3, you gain the ability to read the grim portents of a creature’s demise. As a bonus action, choose
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire
1/day each: imprisonment, meteor swarm
Legendary Resistance (3/Day). If Bel fails a saving throw, he can choose to
into channels of molten lava. If the characters defeat the fire giants, Bel commends their victory and offers them the same deal as before. If the characters refuse him a second time, Bel smiles and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire
1/day each: imprisonment, meteor swarm
Legendary Resistance (3/Day). If Bel fails a saving throw, he can choose to
into channels of molten lava. If the characters defeat the fire giants, Bel commends their victory and offers them the same deal as before. If the characters refuse him a second time, Bel smiles and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The
number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended. The
number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
creation and destruction.
Speaking to Ygorl is a taxing endeavor, as the lord of entropy channels its thoughts as a stream of consciousness that is both disturbing and difficult to follow. Mortal
its turn within 15 feet of Ygorl takes 14 (4d6) necrotic damage.
Legendary Resistance (3/Day). If Ygorl fails a saving throw, it can choose to succeed instead.
Magic Resistance. Ygorl has
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
creation and destruction.
Speaking to Ygorl is a taxing endeavor, as the lord of entropy channels its thoughts as a stream of consciousness that is both disturbing and difficult to follow. Mortal
its turn within 15 feet of Ygorl takes 14 (4d6) necrotic damage.
Legendary Resistance (3/Day). If Ygorl fails a saving throw, it can choose to succeed instead.
Magic Resistance. Ygorl has
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
players and characters to choose from. And of course, many potential franchise locations will have an interesting past — a haunted mansion, a mysterious lighthouse, an old wizard’s tower filled with
characters who choose this highly coveted feature for their headquarters, the DM can impose limitations on the ship’s attacks and make changes to its statistics.) Self-Contained Train. This mobile franchise
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
players and characters to choose from. And of course, many potential franchise locations will have an interesting past — a haunted mansion, a mysterious lighthouse, an old wizard’s tower filled with
characters who choose this highly coveted feature for their headquarters, the DM can impose limitations on the ship’s attacks and make changes to its statistics.) Self-Contained Train. This mobile franchise
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
trap in chapter 4. 5: Moon In the center of this roughly rectangular chamber is a deep, silver, bowl-shaped depression. Shallow stone channels in the floor slope toward the bowl. Sewer pipes jut from
choose one). The curse can’t be broken while the House of Cards exists. Otherwise, a Remove Curse or similar magic ends it. 22: Comet A being composed of swirling dust and ice hovers at the far end of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
trap in chapter 4. 5: Moon In the center of this roughly rectangular chamber is a deep, silver, bowl-shaped depression. Shallow stone channels in the floor slope toward the bowl. Sewer pipes jut from
choose one). The curse can’t be broken while the House of Cards exists. Otherwise, a Remove Curse or similar magic ends it. 22: Comet A being composed of swirling dust and ice hovers at the far end of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-inch wide channels.
Two minotaurs of the Emberhorn tribe stand guard in this chamber, defending the fire cult’s foothold in the fane. They have the Burning Breath special action (see area F14
handful of subordinates. Choose from the following options, discounting any prophet who has been defeated: Aerisi Kalinoth. The air prophet is accompanied by Windharrow (if he escaped the Temple of Howling
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-inch wide channels.
Two minotaurs of the Emberhorn tribe stand guard in this chamber, defending the fire cult’s foothold in the fane. They have the Burning Breath special action (see area F14
handful of subordinates. Choose from the following options, discounting any prophet who has been defeated: Aerisi Kalinoth. The air prophet is accompanied by Windharrow (if he escaped the Temple of Howling