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Returning 35 results for 'mages swimming with only are from for long'.
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Spells
Player’s Handbook
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the
Monsters
Astarion's Book of Hungers
laws of the Nine Hells.
The greatest hell-bound vampires are masters of hellfire called infernalists, who prey on mages. Vampire infernalists are usually too arrogant to work together; even a large
sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature
Monsters
Tales from the Yawning Portal
roll against a creature if at least one of the sea lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Swimming Leap. With a 10-foot swimming start, the sea
lion can long jump out of or across the water up to 25 feet.Multiattack. The sea lion makes three attacks: one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
Magic Items
Descent into the Lost Caverns of Tsojcanth
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater
Monsters
Waterdeep: Dragon Heist
","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Breath Weapon. He can use his action to exhale a 15-foot cone of fire (but can't do this again until he finishes a short or long
failed save, or half as much damage on a successful one.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.Fire
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
spell slot used to cast it is not expended.High fae mages are some of the mightiest magic users among the faeries of Eldraine. These skilled spellcasters have mastered the arcane art of dealmaking
among the fae, magically negotiating themselves advantages in battle.
Like many high fae, these mages draw power from the latent energy found throughout the wilds of Eldraine. However, high fae mages
Monsters
Strixhaven: A Curriculum of Chaos
relic sloth is subjected to an effect that would move it out of its current space or knock it prone, it is neither moved nor knocked prone.For long expeditions, Lorehold mages often employ relic sloths
to haul adventuring equipment and excavated artifacts—so long as their study isn’t in any particular hurry. Relic sloths travel at an excruciatingly slow pace, deliberating every step and
Tsunami
Legacy
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Spells
Player’s Handbook (2014)
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.When the wall
the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.A creature caught in the wall can move by swimming. Because of
Monsters
Princes of the Apocalypse
fathomer is knocked unconscious or dies, it also reverts to its true form.
While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison
regains after finishing a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st level: armor of Agathys, expeditious retreat, hex
2nd
Monsters
Waterdeep: Dungeon of the Mad Mage
"} piercing damage.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, Valtagar magically increases in size. While enlarged, Valtagar is Large, doubles his damage dice on Strength-based weapon
(Recharges after a Short or Long Rest). Valtagar magically turns invisible for up to 1 hour or until he attacks, he casts a spell, he uses his Enlarge, or his concentration is broken (as if concentrating on
Leviathan
Legacy
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Monsters
Mordenkainen’s Tome of Foes
centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick.
When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw
reduced by 1d10;{"diceNotation":"1d10","rollType":"roll"}. When the wall reaches 0 feet in height, the effect ends.
A creature caught in the wall can move by swimming. Because of the force of the wave
Monsters
Guildmasters’ Guide to Ravnica
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
(Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
Monsters
Guildmasters’ Guide to Ravnica
squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
4
Cryptic Skin
Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a
Monsters
Guildmasters’ Guide to Ravnica
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
Monsters
Guildmasters’ Guide to Ravnica
, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Unarmed Strike. Melee
the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.
Szadek’s Heirs. The founder of House Dimir, Szadek, was the first of
Monsters
Mythic Odysseys of Theros
: cone of cold
1/day each: fog cloud, gust of wind, wind wall
Summon Water Weird (Recharges after a Short or Long Rest). As a bonus action, the triton magically summons 1d4;{"diceNotation":"1d4
":"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
Mordenkainen Presents: Monsters of the Multiverse
much damage on a successful one.No ordinary ballista, an oaken bolter is a Construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward
swimming speed of 30 feet.
Clockwork Malfunctions
d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Clockwork Malfunctions"}
Malfunction
1
Faulty Sensors. Roll a d6
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks.
Boiling Aura (Costs 3 Actions). The dragon turtle radiates intense heat. Until the start of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Bite", "rollDamageType":"lightning"} lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the
a swimming speed of 30 feet.
Clockwork Malfunctions
d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Clockwork Malfunctions"}
Malfunction
1
Faulty Sensors. Roll
Speed
Legacy
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Rules
.
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the DM’s option, climbing a
.
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately
Monsters
Vecna: Eve of Ruin
gives no hint of her supernaturally extended life span. She typically wears long robes and wields a unicorn-headed staff, her Staff of Silverymoon.
Personality
Alustriel’s primary concerns
in her true form. She helped create Silverymoon’s famous Moonbridge and cofounded the Lady’s College, the first school in Faerûn for mages as students rather than as apprentices in
Feats
Dragonlance: Shadow of the Dragon Queen
You’ve received training from magic-users affiliated with the Mages of High Sorcery.
Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon
a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.
Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Feats
Dragonlance: Shadow of the Dragon Queen
You’ve received training from magic-users affiliated with the Mages of High Sorcery.
Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon
a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.
Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Feats
Dragonlance: Shadow of the Dragon Queen
You’ve received training from magic-users affiliated with the Mages of High Sorcery.
Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon
a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.
Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Feats
Dragonlance: Shadow of the Dragon Queen
You’ve received training from magic-users affiliated with the Mages of High Sorcery.
Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon
a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.
Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
forth magical energy from old tomes, and summoning the spirits of long-dead historical figures. Lorehold mages travel far and wide across the world, gathering relics of bygone ages and learning dead languages to unpack the secrets of history.
Lorehold College Lorehold is the College of Archaeomancy—a term that describes the exploration of ancient things through magic. Its mages explore the past by poring over archaeological sites, calling
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
A Test Completed Delivering the scroll to Wyhan is part of a test informing her which robed order of the Mages of High Sorcery might be a good fit for the character. After receiving the scroll, Wyhan
skeptical of any character who expresses an interest in joining the Mages of High Sorcery. She asks them the following questions: Wyhan Why do you think you’re worthy of using magic? Do you serve your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you
have a climbing speed and use it to climb or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to go. Climbing, Swimming, and Crawling Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you
have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
DeVir. These mages offer to cast greater invisibility spells on visible characters and escort the party to Gromph’s sanctum in the tower. As long as the characters are under the protection of these mages
are trained; Arach-Tinilith, a spider-shaped cathedral where drow priestesses worship their demon goddess; and Sorcere, a magnificent tower where drow mages learn to master the magical arts. Non-drow
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
-and-tumble Strixhaven game of silkball, which is played in muddy fields with balls made of spider silk. Intramural Water-Dancing Club Skills: Athletics, Performance Member: Larine Arneza These swimming
, which is distributed across the campus. Student-Mages of Faith Skills: Insight, Religion Member: Melwythorne, Shuvadri Glintmantle These pious students of many faiths gather to share prayers and theological debates and to celebrate one another’s high holidays.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Owlbears Magically Perfected Predators Habitat: Forest; Treasure: None Created long ago by misguided mages, owlbears combine keen avian eyes, thick feathers, and a tearing beak with a mighty bearlike
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the sea lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Swimming Leap. With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
least one of the sea lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Swimming Leap. With a 10-foot swimming start, the sea lion can long jump out of or across the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Swimming Leap. With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet






