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Returning 35 results for 'choose warded rain'.
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Spells
Player’s Handbook
enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or
Spells
Player’s Handbook
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a
new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Spells
Player’s Handbook
ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation
Unconscious condition and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must
Monsters
Mordenkainen Presents: Monsters of the Multiverse
opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Legendary Resistance (3/Day). If the tempest fails a saving throw, it can choose to succeed instead.
Living Storm. The
tempest is always at the center of a storm 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Living Storm"} miles in diameter. Heavy precipitation in the form of either rain or snow
Monsters
Spelljammer: Adventures in Space
’t require sleep.Multiattack. The elf makes two Morningstar attacks. It can use Rain of Radiance in place of one of these attacks.
Morningstar. Melee Weapon Attack: +3;{"diceNotation
":"piercing"} piercing damage plus 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Morningstar (additional radiant)","rollDamageType":"radiant"} radiant damage.
Rain of Radiance.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes two Lightning Sword
of the following effects:
Downpour. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow
Monsters
Van Richten’s Guide to Ravenloft
Legendary Resistance (2/Day). If the necrichor fails a saving throw, it can choose to succeed instead.
Rejuvenation. Unless its lifeless remains are splashed with Holy Water (flask);holy water or
extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass
Monsters
Bigby Presents: Glory of the Giants
cloud up to 30 feet and cause one of the following effects in a 30-foot-radius, 120-foot-high cylinder directly below it; the scion can’t choose the same effect two rounds in a row:
Acid Rain
choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects.
Siege Monster. The scion deals double damage to objects and
Monsters
Bigby Presents: Glory of the Giants
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Legendary Resistance (3/Day). If the spirit fails a saving throw, it can choose to succeed
path of destruction. Massive hailstones and lightning infused with necrotic energy rain from tempest spirits on those that get too close to them.Lightning, ThunderCold, Necrotic, Poison; Bludgeoning
Backgrounds
Sword Coast Adventurer's Guide
possibilities.)
Now you’re looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you’re leaving
civilization. Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either
Backgrounds
Ghosts of Saltmarsh
home, the rain your shelter, and the crashing waves your battle cry.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (water, land)
Equipment: A dagger that
hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits
Monsters
Bigby Presents: Glory of the Giants
choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects.
Siege Monster. The scion deals double damage to objects and
creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for “rain spirits” while playing mischievous pranks on each
Monsters
Bigby Presents: Glory of the Giants
Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has advantage on saving throws against spells and other magical effects.
Siege
a constantly overcast sky. Sapient creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for “rain spirits” while
Monsters
Quests from the Infinite Staircase
within the garden.
Legendary Resistance (3/Day). If the Gardener fails a saving throw, they can choose to succeed instead.
Unfettered Steps. The Gardener is unaffected by difficult
the garden. In times of danger, thunderstorms shake the sky. During times of melancholy or mourning, chill rain patters throughout the domain.
Gardener’s Vigil. The Gardener senses when
Monsters
Quests from the Infinite Staircase
Legendary Resistance (4/Day). If Zargon fails a saving throw, it can choose to succeed instead.
Regeneration. Zargon regains 20 hit points at the start of each of its turns. If Zargon takes cold or
within 1 mile of the lair have disadvantage on saving throws made to maintain concentration.
Corrupted Water. Rain and water sources within 1 mile of the lair are tainted. A creature that drinks the
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9
claimed it.
2
Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +13
creature has claimed it.
2
Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites
Sanctuary
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet
cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to
Alarm
Legacy
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Spells
Basic Rules (2014)
larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or
Elder Tempest
Legacy
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Monsters
Mordenkainen’s Tome of Foes
attacks when it flies out of an enemy's reach.
Legendary Resistance (3/Day). If the tempest fails a saving throw, it can choose to succeed instead.
Living Storm. The tempest is always at the center of a
storm 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Living Storm"} miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly
Sleet Storm
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in
Demilich
Legacy
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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
tomb have advantage on saving throws against being charmed or frightened, and against features that turn undead.
The tomb is warded against the magical travel of creatures the demilich hasn’t
Wand of Wonder
Legacy
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Magic Items
Basic Rules (2014)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space
Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36
An animal appears in the unoccupied space
Demilich (Variant)
Legacy
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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
advantage on saving throws against being charmed or frightened, and against features that turn undead.
The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such
Imprisonment
Legacy
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Spells
Basic Rules (2014)
spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing
version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the
spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the
spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the
spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the
spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the
attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell
. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the
attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the
attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.