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Returning 35 results for 'cone willing reverting'.
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Spells
Player’s Handbook
You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and
action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires
Spells
Player’s Handbook
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes
Dragon's Breath
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Xanathar's Guide to Everything
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the
creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half
Monsters
Fizban's Treasury of Dragons
cloud of spores in a 15-foot cone. Each creature in that area must make a DC 11 Wisdom saving throw. On a failed save, the creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage
combat. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Nightmare Breath"}. The dragon exhales a cloud of spores in a 30-foot cone. Each creature in that area must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 22 (4d10
manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack
Monsters
The Wild Beyond the Witchlight
spells from it (spell save DC 14, +8;{"diceNotation":"1d20+8","rollType":"spell","rollAction":"Staff Spell"} to hit with spell attacks): cone of cold (8d8;{"diceNotation":"8d8","rollType":"damage
","rollAction":"Cone of Cold","rollDamageType":"cold"} cold damage; 5 charges), fireball (10d6;{"diceNotation":"10d6","rollType":"damage","rollAction":"Fireball","rollDamageType":"fire"} fire damage; 5
Monsters
Fizban's Treasury of Dragons
or uses its action to end it.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. The dragon exhales a cloud of spores in a 60-foot cone
. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality Traits and
Monsters
Fizban's Treasury of Dragons
-foot cone. Each creature in that area must make a DC 19 Wisdom saving throw. On a failed save, the creature takes 49 (9d10);{"diceNotation":"9d10", "rollType":"damage", "rollAction":"Nightmare Breath
. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality Traits and
Wind Walk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet
and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Walk Level 6 Transmutation (Druid) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice within range
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Walk Level 6 Transmutation (Druid) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice within range
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Walk Level 6 Transmutation (Druid) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice within range
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Walk Level 6 Transmutation (Druid) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice within range
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
Magic Items
Lost Laboratory of Kwalish
metal bosses adorn the armor in seemingly random fashion. On the back of the armor’s left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red
magic that generates a conduit something like an astral silver cord. While so connected, a willing ally can give up hit points as a reaction to fuel the armor’s abilities.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
House of Thalivar Gallio Elibro is a brooding middle-aged male Rashemi human mage (with the legend lore spell prepared instead of cone of cold). He came to Neverwinter to find and unlock the secrets
plane. Gallio does not talk much about his work with adventurers but is willing to cast the legend lore spell in exchange for 400 gp.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
House of Thalivar Gallio Elibro is a brooding middle-aged male Rashemi human mage (with the legend lore spell prepared instead of cone of cold). He came to Neverwinter to find and unlock the secrets
plane. Gallio does not talk much about his work with adventurers but is willing to cast the legend lore spell in exchange for 400 gp.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dragon’s Breath 2nd-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute You touch one willing creature and imbue
chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. At
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
he has the legend lore spell prepared instead of cone of cold). He came to Neverwinter to find and unlock the secrets of the House of Thalivar. Gallio has found many coded journals inside the ruin
, which he decrypted. He has now rebuilt the tower’s planar beacon and is using it to study the creatures of the Ethereal Plane. Gallio does not talk much about his work with adventurers but is willing to cast spells in exchange for gold. The mage casts the legend lore spell for 400 gp.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
that he has the legend lore spell prepared instead of cone of cold). He came to Neverwinter to find and unlock the secrets of the House of Thalivar. Gallio has found many coded journals inside the
ruin, which he decrypted. He has now rebuilt the tower’s planar beacon and is using it to study the creatures of the Ethereal Plane. Gallio does not talk much about his work with adventurers but is willing to cast spells in exchange for gold. The mage casts the legend lore spell for 400 gp.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
he has the legend lore spell prepared instead of cone of cold). He came to Neverwinter to find and unlock the secrets of the House of Thalivar. Gallio has found many coded journals inside the ruin
, which he decrypted. He has now rebuilt the tower’s planar beacon and is using it to study the creatures of the Ethereal Plane. Gallio does not talk much about his work with adventurers but is willing to cast spells in exchange for gold. The mage casts the legend lore spell for 400 gp.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dragon’s Breath 2nd-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute You touch one willing creature and imbue
chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. At
Compendium
- Sources->Dungeons & Dragons->Divine Contention
that he has the legend lore spell prepared instead of cone of cold). He came to Neverwinter to find and unlock the secrets of the House of Thalivar. Gallio has found many coded journals inside the
ruin, which he decrypted. He has now rebuilt the tower’s planar beacon and is using it to study the creatures of the Ethereal Plane. Gallio does not talk much about his work with adventurers but is willing to cast spells in exchange for gold. The mage casts the legend lore spell for 400 gp.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
eye ray is based on. Antimagic Cone: mirage arcane, power word stun (affecting the weakest non-stunned target in the cone each round) Charm Ray: banishment (1 minute), confusion (1 minute) Death Ray
) Fear Ray: gaseous form (self or willing creature only), moonbeam Paralyzing Ray: modify memory, silence (1 minute) Petrification Ray: Otto’s irresistible dance (1 minute), wall of ice (1 minute; one
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
eye ray is based on. Antimagic Cone: mirage arcane, power word stun (affecting the weakest non-stunned target in the cone each round) Charm Ray: banishment (1 minute), confusion (1 minute) Death Ray
) Fear Ray: gaseous form (self or willing creature only), moonbeam Paralyzing Ray: modify memory, silence (1 minute) Petrification Ray: Otto’s irresistible dance (1 minute), wall of ice (1 minute; one
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Brain in a Jar Through an eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with
disadvantage on attack rolls against the brain until the end of the brain’s next turn.
Mind Blast (Recharge 5–6). The brain magically emits psychic energy in a 60-foot cone. Each creature in that area
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Brain in a Jar Through an eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with
disadvantage on attack rolls against the brain until the end of the brain’s next turn.
Mind Blast (Recharge 5–6). The brain magically emits psychic energy in a 60-foot cone. Each creature in that area
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Arkhan the Cruel is willing to commune with his goddess to this end, but only if the characters offer him a suitably potent gift. In an inscrutable twist, Tiamat decides to aid the characters, and
, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Green Dragon Head: Poison Breath (Costs 2 Actions). Tiamat exhales poisonous gas in a 90-foot cone