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Returning 35 results for 'class into cantrips been some needs'.
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class into cantrips been some need
Classes
Player’s Handbook
Class Features
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Ritual Adept, Arcane Recovery
3
4
2
—
—
—
—
—
—
&mdash
Mastery
5
23
4
3
3
3
3
1
1
1
1
19
+6
Epic Boon
5
24
4
3
3
3
3
2
1
1
1
20
+6
Signature Spells
5
25
4
3
3
3
3
2
2
1
1
Wizard Class Features
As a Wizard
Classes
Player’s Handbook
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
Eldritch Invocations
Cantrips
Prepared Spells
Spell Slots
Slot Level
1
+2
Eldritch Invocations, Pact Magic
1
2
2
1
1
2
+2
Magical Cunning
3
2
3
2
1
3
+2
Classes
Player’s Handbook
determine your available spell slots.
Bard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Bardic Die
Cantrips
Creation
D12
4
22
4
3
3
3
3
2
2
1
1
Bard Class Features
As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table.
Classes
Player’s Handbook
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
3
3
3
2
2
1
1
Sorcerer Class Features
As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.
Classes
Player’s Handbook
Class Features
Channel Divinity
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Divine Order
—
3
4
2
—
—
—
—
—
&mdash
Greater Divine Intervention
4
5
22
4
3
3
3
3
2
2
1
1
Cleric Class Features
As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.
Classes
Player’s Handbook
to determine your available spell slots.
Druid Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Wild Shape
Cantrips
3
3
3
3
2
2
1
1
Druid Class Features
As a Druid, you gain the following class features when you reach the specified Druid levels. These features are listed in the Druid Features table.
Monsters
Quests from the Infinite Staircase
action required). Her equipment melds into her new form. While in this form, her Armor Class is 16, she has the incapacitated condition, and she can’t move or speak.
Spellcasting. Derwyth is a 4th
druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger
Monsters
Ghosts of Saltmarsh
, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any shark within 120 feet of her, using a limited telepathy
with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots
Monsters
Waterdeep: Dungeon of the Mad Mage
attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that she lacks. She can cast her spells with verbal or
Monsters
Waterdeep: Dungeon of the Mad Mage
the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level
, stoneskin and mage armor spells on itself before combat.Staff of Power. He wields a staff of power, with 20 charges, that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His
Monsters
Icewind Dale: Rime of the Frostmaiden
with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): light,* message,* prestidigitation, shocking grasp (see “Actions” below)
1st level (4 slots): mage armor,* shield
, sleep
2nd level (3 slots): arcane lock,* detect thoughts,* suggestion*
3rd level (2 slots): counterspell, lightning bolt*
*Prisoner 237 needs material components to cast these spells.Shocking Grasp
Backgrounds
Guildmasters’ Guide to Ravnica
needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM
positions of power.
Orzhov Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt (see “Actions” below), mage hand
the Knights of the Black Sword, if she needs to call on their talents.
Familiar. Avarice’s familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in
Monsters
Curse of Strahd
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
spying on the temple for years, but he needs adventurers to help him survive its perils. He thinks that the secret to breaking Strahd's pact and freeing Barovia from its curse might be hidden there, but
Backgrounds
Guildmasters’ Guide to Ravnica
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
Monsters
Sleeping Dragon’s Wake
DC 17; +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following sorcerer spells prepared:
Cantrips (at will): light, mage hand
well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.Lhammaruntosz can take 3 legendary
Monsters
Icewind Dale: Rime of the Frostmaiden
object.
Spellcasting. The ghost is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The ghost has the following wizard spells prepared:
Cantrips (at will): mage hand
charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts
Monsters
Fizban's Treasury of Dragons
once it has begun.
4
A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew.
5
A crystal dragon who
university, but the students must travel to the dragon’s mountain lair for class.
Crystal Dragon Lairs
Crystal dragons seek out frigid, picturesque locations with clear views of the sky
Bone Naga
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Spellcasting. The naga is a 5th-level spellcaster (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks) that needs only verbal
components to cast its spells.
If the naga was a guardian naga in life, its spellcasting ability is Wisdom, and it has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame
Spirit Naga
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
":"Spellcasting"} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of
Guardian Naga
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
":"Spellcasting"} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): mending, sacred flame, thaumaturgy
1st
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
Magic Initiate
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.
In addition, choose one 1st-level spell to learn from
depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Archdruid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with
reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.
The new form
Bard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm
person, detect magic, healing word, and thunderwave. The Bard Table Level ProficiencyBonus Features Cantrips Known Spells Known
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1 Class Features As a sorcerer, you gain the following class features.
Warlock
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt. The
20th +6 Eldritch Master 4 15 4 5th 8 Class Features As a warlock, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
into a skeletal undead servitor. A bone naga retains only a few of the spells it knew in life. Bone Naga
Large undead, lawful evil
Armor Class 15 (natural armor)
Hit Points 58 (9d10 + 9)
Speed 30
save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells.
If the naga was a guardian naga in life, its spellcasting ability is Wisdom, and it has the following
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
into a skeletal undead servitor. A bone naga retains only a few of the spells it knew in life. Bone Naga
Large undead, lawful evil
Armor Class 15 (natural armor)
Hit Points 58 (9d10 + 9)
Speed 30
save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells.
If the naga was a guardian naga in life, its spellcasting ability is Wisdom, and it has the following
classes
Basic Rules (2014)
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sahuagin Priestess Sahuagin Priestess
Medium humanoid (sahuagin), lawful evil
Armor Class 12 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 40 ft.
STR
13 (+1)
DEX
air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sahuagin Priestess Sahuagin Priestess
Medium humanoid (sahuagin), lawful evil
Armor Class 12 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 40 ft.
STR
13 (+1)
DEX
air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
evil
Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 40 ft.
STR
18 (+4)
DEX
17 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
16
naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
evil
Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 40 ft.
STR
18 (+4)
DEX
17 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
16
naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Sahuagin High Priestess Sahuagin High Priestess
Medium humanoid (sahuagin), lawful evil
Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft., swim 40 ft.
STR
14 (+2
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any