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Returning 35 results for 'flow the range'.
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from the range
foot the range
from the ranger
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from the rage
Monsters
Strixhaven: A Curriculum of Chaos
studies and travel the world to see history made before their eyes. Their magic can range from spells tampering with the flow of time itself to concussive blasts that break through old ruins—to
sometimes just bashing things with a glowing scroll.
Lorehold Scholars
The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the
Monsters
Strixhaven: A Curriculum of Chaos
many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their studies and travel the world to see history made before their eyes. Their magic can range from spells
tampering with the flow of time itself to concussive blasts that break through old ruins—to sometimes just bashing things with a glowing scroll.
Lorehold Scholars
The archaeomancers of
Monsters
Strixhaven: A Curriculum of Chaos
hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Exponential Lash", "rollDamageType":"force"} force damage, and the apprentice
Scholars
The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself.
Monsters
Strixhaven: A Curriculum of Chaos
":"to hit", "rollAction":"Heuristic Lance"} to hit, reach 5 ft. or range 60 ft., one creature. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Heuristic Lance
Scholars
The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself.Psychic
Monsters
Strixhaven: A Curriculum of Chaos
hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 +3);{"diceNotation":"1d6 +3", "rollType":"damage", "rollAction":"Exponential Lash", "rollDamageType":"force"} force damage, and the pledgemage
space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself.Vortex Calculus (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
Monsters
Strixhaven: A Curriculum of Chaos
target can’t benefit from cover less than total cover), reach 5 ft. or range 120 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Spatial Blade
abstract and conceptual space such as the mind, probability, and the flow of magic itself.ForceDilation (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Dilation"}. The
Monsters
Strixhaven: A Curriculum of Chaos
Strike"} to hit, reach 15 ft. or range 120 ft., one target. Hit: 19 (2d10 + 8);{"diceNotation":"2d10+8", "rollType":"damage", "rollAction":"Force Strike", "rollDamageType":"force"} force damage, and
. Because their knowledge cuts across the flow of time, archaics are careful how much they reveal to mortals and thus tend to speak in riddles.Poison, PsychicForce
Monsters
The Book of Many Things
Attack: +10;{"diceNotation":"1d20+10", "rollType":"spell", "rollAction":"Plague Bolt"} to hit, range 120 ft., one target. Hit: 23 (4d8 + 5);{"diceNotation":"4d8+5", "rollType":"damage", "rollAction
, the Grim Champion of Pestilence is nonetheless a fearsome entity of sickness and blight. A swarm of insects surrounds him in a mockery of a halo, and debilitating plagues flow from his fingertips
Spells
Elemental Evil Player's Companion
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the
flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your
monsters
":"Marine Burst"}, reach 5 ft. or range 60 ft. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Marine Burst", "rollDamageType":"Cold"} Cold damage.
Tail (Marid Form
components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Create or Destroy Water, Detect Magic, Major Image
2/Day Each: Control Water (Flood, Part Water, or Redirect Flow
Species
Acquisitions Incorporated
turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy — but at the cost of forgetting their history. The underground homes
spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Time Stop Level 9 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No time
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Time Stop 9th-level transmutation Casting Time: 1 action Range: Self Components: V Duration: Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Time Stop Level 9 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No time
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Time Stop 9th-level transmutation Casting Time: 1 action Range: Self Components: V Duration: Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sequester 7th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell
. Time ceases to flow for it, and it doesn’t grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sequester 7th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell
. Time ceases to flow for it, and it doesn’t grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Shape Water Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose an area of water that you can see within range and that
fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Shape Water Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose an area of water that you can see within range and that
fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Control Water 4th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S, M (a drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes Until the spell ends
different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Control Water Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Control Water 4th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S, M (a drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes Until the spell ends
different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Control Water Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hit with spell attacks.) He has darkvision out to a range of 60 feet and resistance to fire damage. He speaks Common and Primordial. Avi worships Eldath, god of peace, and uses his magic to quench
control the flow and shape of water in a 5-foot cube, or cause the water to freeze for up to 1 hour. He has a swimming speed of 30 feet, and he can breathe air and water. He has resistance to acid damage
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
magic can range from spells tampering with the flow of time itself to concussive blasts that break through old ruins—to sometimes just bashing things with a glowing scroll. Lorehold Apprentice Lorehold
Lorehold Scholars The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Harrow’s three leaders, the Grim Champion of Pestilence is nonetheless a fearsome entity of sickness and blight. A swarm of insects surrounds him in a mockery of a halo, and debilitating plagues flow from
target. Hit: 8 (1d8 + 4) bludgeoning damage plus 21 (6d6) necrotic damage.
Plague Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 23 (4d8 + 5) poison damage, and the target has
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
are stored in lattices along the east and west walls.
It’s here that members of the order develop their understanding of the flow of ki and practice techniques to manipulate it. The wooden dummies
and Dwarvish. They have 1 hit point and 5 levels of exhaustion. They have darkvision out to a range of 60 feet, resistance to poison damage, and advantage on saving throws against being poisoned
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Hobgoblin Warlord Hobgoblin warlords lead armies of hobgoblins and their allies, using their experience and strategic minds to command amid the ebb and flow of battle. Hobgoblin Warlord Medium Fey
Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage, and the target’s Speed decreases by 10 feet until the start of the hobgoblin’s next turn.
Longsword. Melee Attack
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
wood. Within the depths of the forest is an entire mountain range known as the Star Mounts. Constant strong winds keep weaker flying creatures from approaching the peaks of the mountains, with the
the waters of the Unicorn Run, which cuts through the rocks of the lower range to form a series of gorges and cliffs known as the Sisters. The sight of the tiered waterfalls is positively breathtaking
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
knowledge cuts across the flow of time, archaics are careful how much they reveal to mortals and thus tend to speak in riddles. Archaic
Gargantuan Celestial, Typically Neutral
Armor Class 20 (natural
can also use Gravity Shift, if available.
Force Strike. Melee or Ranged Spell Attack: +14 to hit, reach 15 ft. or range 120 ft., one target. Hit: 19 (2d10 + 8) force damage, and the target is pulled
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rest. Spells and Attacks A chase participant can make attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to these actions. Chase
spectral dancers fill the street. Make a DC 15 Charisma (Performance) check to flow with their movements. On a failed check, they impede your sight and count as 10 feet of difficult terrain. 5 A
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
abstract and conceptual space such as the mind, probability, and the flow of magic itself. Quandrix Students The students of Quandrix College—first as apprentices and then as pledgemages—immerse
.
Exponential Lash. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2) force damage, and the apprentice can cause one creature it can see within 30
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
) Proficiency Bonus +2
Actions
Elemental Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire or cold damage (the apprentice’s choice
Elemental Strike attacks.
Elemental Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (3d6 + 2) fire or cold damage (the pledgemage’s choice
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Nature reigns on wild islands. The creatures on the island respond to the ebb and flow of the natural world rather than trying to tame the environment. Wild Island Features d6 Feature 1 A waterfall
Dungeon Master’s Guide) grows in 10-foot-tall hedges shaped like animals. 5 Rain on the island creates a beautiful melody. 6 All beasts on the island have truesight out to a range of 120 ft. Wild
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, which brings the flow of the game right back to step 1.
This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a
scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as






