Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 27 results for 'currents with requiring'.
Other Suggestions:
current with requiring
currently with requiring
Monsters
Mythic Odysseys of Theros
of the following spells using Charisma as the spellcasting ability (save DC 14) and requiring no material components:
At will: minor illusion
3/day: phantasmal force
1/day each: fly, hypnotic
hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissuade sailors from this
Monsters
Mythic Odysseys of Theros
","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: ray of frost (see “Actions” below)
2/day
":"cold"} cold damage.Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their
Monsters
Journeys through the Radiant Citadel
","rollAction":"Flood Strike","rollDamageType":"cold"} cold damage.
Spellcasting. The riverine casts one of the following spells, requiring no material components and using Charisma as the
rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their currents. From the waist up, riverines have skin the color of the waters they protect but
Monsters
Princes of the Apocalypse
spells, requiring no material components:
At will: wall of ice
3/day: ice storm
1/day: storm of vengeance
Legendary Resistance (3/Day). If Olhydra fails a saving throw, she can choose to succeed
, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage.
Aquatic creatures that have
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, mage hand
3/day each: darkness, dimension door, dispel magic
without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its “guests” comfortable.
Each island glides on planar currents and is safe from
Compendium
- Sources->Dungeons & Dragons->Monster Manual
effects: Buoying Currents. Creatures within 1 mile of the lair that lack a Swim Speed ignore the extra cost of movement while swimming. Sun and Storms. While in its lair, the dragon can cast Control
Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the dragon can control the weather within 1 mile of its lair
Compendium
- Sources->Dungeons & Dragons->Monster Manual
effects: Buoying Currents. Creatures within 1 mile of the lair that lack a Swim Speed ignore the extra cost of movement while swimming. Sun and Storms. While in its lair, the dragon can cast Control
Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the dragon can control the weather within 1 mile of its lair
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
currents flow from each rift, each traveling about 200 feet before they meet and well upward, 500 feet below the fortress. By swimming against the current, a creature can pass through the rift that’s
) check can create the effects of either the control weather spell or the control water spell, or both simultaneously (user’s choice). The magic affects the ocean and surface above the retreat within a radius of 10 miles for up to 8 hours, requiring no concentration.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
currents flow from each rift, each traveling about 200 feet before they meet and well upward, 500 feet below the fortress. By swimming against the current, a creature can pass through the rift that’s
) check can create the effects of either the control weather spell or the control water spell, or both simultaneously (user’s choice). The magic affects the ocean and surface above the retreat within a radius of 10 miles for up to 8 hours, requiring no concentration.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
.
Spellcasting. The riverine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At-will: control water, fog cloud
1
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
.
Spellcasting. The riverine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At-will: control water, fog cloud
1
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
Airborne and Waterborne Vehicles table in chapter 5 of the Dungeon Master’s Guide). This is a downtime crafting activity requiring one day’s work per raft. An even more makeshift craft might involve a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
Airborne and Waterborne Vehicles table in chapter 5 of the Dungeon Master’s Guide). This is a downtime crafting activity requiring one day’s work per raft. An even more makeshift craft might involve a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:
1/day each: fog cloud, gust of wind
Nimble Escape. The triton can take the
damage.
Triton Master of Waves Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:
1/day each: fog cloud, gust of wind
Nimble Escape. The triton can take the
damage.
Triton Master of Waves Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
is in grassland.
Innate Spellcasting. The alseid’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
3/day each: cure
corpse. Both corpses must be Medium or bigger.
Innate Spellcasting. The lampad’s spellcasting ability is Charisma (+6 to hit with spell attacks). It can innately cast the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
is in grassland.
Innate Spellcasting. The alseid’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
3/day each: cure
corpse. Both corpses must be Medium or bigger.
Innate Spellcasting. The lampad’s spellcasting ability is Charisma (+6 to hit with spell attacks). It can innately cast the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
following spells, requiring no material components:
At will: wall of ice
3/day: ice storm
1/day: storm of vengeance
Legendary Resistance (3/Day). If Olhydra fails a saving throw, she can choose to
miles of the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed. Within 5 miles of the lair, currents
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
following spells, requiring no material components:
At will: wall of ice
3/day: ice storm
1/day: storm of vengeance
Legendary Resistance (3/Day). If Olhydra fails a saving throw, she can choose to
miles of the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed. Within 5 miles of the lair, currents
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
spring gains advantage on Wisdom (Insight) checks and can cast the detect thoughts spell once, requiring no components. The effects of the spring fade when either the spell is used or 24 hours pass
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
spring gains advantage on Wisdom (Insight) checks and can cast the detect thoughts spell once, requiring no components. The effects of the spring fade when either the spell is used or 24 hours pass
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
successful or the effect ends for it, the creature has advantage on saving throws against the morkoth’s Hypnosis for 24 hours.
Spellcasting. The morkoth casts one of the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in
successful or the effect ends for it, the creature has advantage on saving throws against the morkoth’s Hypnosis for 24 hours.
Spellcasting. The morkoth casts one of the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, almost 150 feet above. The stairs end after 50 feet, requiring an easy climb up the ribs. Treasure The odd backpacks are five balloon packs (see chapter 7) left here by the cultists. F2. Howling Pit
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, almost 150 feet above. The stairs end after 50 feet, requiring an easy climb up the ribs. Treasure The odd backpacks are five balloon packs (see chapter 7) left here by the cultists. F2. Howling Pit
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is attuned to the cave can use an action to cast one of the following spells, requiring no material components: clairvoyance, identify, sending, or teleport. Development King Hekaton often used the
giants are sensitive to water currents, so that any creature that swims through the cave must succeed on a DC 19 Dexterity (Stealth) check to avoid waking the giants. Treasure This room contains
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is attuned to the cave can use an action to cast one of the following spells, requiring no material components: clairvoyance, identify, sending, or teleport. Development King Hekaton often used the
giants are sensitive to water currents, so that any creature that swims through the cave must succeed on a DC 19 Dexterity (Stealth) check to avoid waking the giants. Treasure This room contains