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                        Returning 35 results for 'long spell description not class on tooltip'.
                    
                
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Class Spell Lists If a spell is on a classâs spell list, the classâs name appears in parentheses after the spellâs school of magic. Some features add a spell to a characterâs spell list even if the character isnât a member of a class in the parentheses.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Class Spell Lists If a spell is on a classâs spell list, the classâs name appears in parentheses after the spellâs school of magic. Some features add a spell to a characterâs spell list even if the character isnât a member of a class in the parentheses.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you arenât wearing armor, your base Armor Class is 15 plus
                                                
                                            
                                                
                                                     your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
                                                
                                            
                                                
                                                     throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You touch a willing creature. Until the spell ends, the targetâs skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the
                                                
                                            
                                                
                                                    
Goliath
7
Halfling
8
Human
9
Orc
10
Tiefling
The reincarnated creature makes any choices that a speciesâ description offers, and the creature recalls its former
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
                                                
                                            
                                                
                                                     you. You canât use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    Choose a willing creature that you can see within range. Until the spell ends, the targetâs Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws
                                                
                                            
                                                
                                                    , and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you fail a saving throw
                                                
                                            
                                                
                                                     against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armorâs clawed gauntlets allow your Unarmed Strike;Unarmed Strikes to deal 1d8 Slashing
                                                
                                            
                                                
                                                     are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     spell slot as a Magic action while holding the rod. You canât use this property again until you finish a Long Rest.
                                                
                                            
                                                
                                                    While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rodâs rarity.
In addition, you can regain one
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
                                                
                                            
                                                
                                                    You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you canât use this property again until you finish a Long Rest.
                                                
                                            
                                                
                                                     spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you donât know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    , it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as âa person dressed in the uniform of the town guardâ or &ldquo
                                                
                                            
                                                
                                                     destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.
Using a Higher-Level Spell Slot. The spellâs duration increases by 48 hours for each spell slot level above 2.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spellâs customary knocking sound is replaced by the clear
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast it is wasted. In either case, you canât use this property again until you finish a Long Rest.
                                                
                                            
                                                
                                                     amulet as a Spellcasting Focus for your Warlock spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you donât know. The cantrip must be on the Warlock spell list and have
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shieldâs normal bonus to AC.
The Shield has the following additional properties that you can use
                                                
                                            
                                                
                                                     and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can&rsquo
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
                                                
                                            
                                                
                                                     from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
                                                
                                            
                                                
                                                     spellâs normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     finish a Long Rest before using this trait to cast that spell again.
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with
                                                
                                            
                                                
                                                     spellâs normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     is an ordeal. The target takes a â4 penalty to D20 Test;D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a
                                                
                                            
                                                
                                                     Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Healing
69â75
Rowboat (12 feet long)
76â83
Spell Scroll containing one spell of level 1, 2, or 3 (your choice)
84â90
2 Mastiff;Mastiffs
91â96
Window (2
                                                
                                            
                                                
                                                     100 GP
09â15
Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP
16â22
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven
                                                
                                            
                                                
                                                     words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
                                                
                                            
                                                
                                                    Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spellâs normal casting time, and using
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     3d6 Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the swordâs demand is met
                                                
                                            
                                                
                                                     cast a spell, you canât cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     the Wish spell. If the marid knows it, the marid can cast it only on behalf of a non-genie creature who communicates a wish in a way the marid can understand. If the marid casts the spell for the
                                                
                                            
                                                
                                                     creature, the marid suffers none of the spellâs stress. Once the marid has cast it three times, the marid canât do so again for 365 days.Multiattack. The marid makes three Aquatic Lash attacks
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on
                                                
                                            
                                                
                                                     a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
                                                
                                            
                                                
                                                    
Omen
For Results That Will Be...
Weal
Good
Woe
Bad
Weal and woe
Good and bad
Indifference
Neither good nor bad
The spell doesnât account for circumstances, such
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    âs permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.
Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to
                                                
                                            
                                                
                                                     cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.
Baleful Command (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Baleful Command
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a
                                                
                                            
                                                
                                                     moving destination (such as a mobile fortress), or an unspecific destination (such as âa green dragonâs lairâ).
For the duration, as long as you are on the same plane of existence as the
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
                                                
                                            
                                                
                                                    Up to five creatures of your choice who remain within range for the spellâs entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature canât be affected
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    : The target is immune to this cloakerâs Moan for the next 24 hours.
Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and
                                                
                                            
                                                
                                                     using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    .
You gain the following benefits while wearing the helm.
Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the
                                                
                                            
                                                
                                                     Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.
Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no
                                                
                                            
                                                
                                                     larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it canât restore magic to such an object.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Spellcasting"} to hit
                                                
                                            
                                                
                                                     with spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit
                                                
                                            
                                        






