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Returning 35 results for 'make shares with only around for for learn'.
Spells
Player’s Handbook
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or
object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Monsters
Monster Manual
damage dies, and a Shadow rises from the corpse. The shadow is under the dragon’s control and shares the dragon’s Initiative count but acts immediately after the dragon.Legendary Action
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Monsters
Monster Manual
damage dies, and a Shadow rises from the corpse. The shadow is under the dragon’s control and shares the dragon’s Initiative count but acts immediately after the dragon.Legendary Action
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Magic Items
Dungeon Master’s Guide
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight
condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.
Spells
Player’s Handbook
You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature
in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Spells
Player’s Handbook
the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.
As a Magic action
you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Equipment
As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength
(Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity
Species
Player’s Handbook
and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human
child—helps them pass through crowds unnoticed and slip through tight spaces.
Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied &ldquo
Magic Items
Dungeon Master’s 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
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Spells
Player’s Handbook
Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish
and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral
Spells
Player’s Handbook
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters
the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A
Spells
Player’s Handbook
You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected
, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell
Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use
Feats
Player’s Handbook
. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30
Spells
Player’s Handbook
it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours
Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can’t make Opportunity Attack;Opportunity Attacks, and its Speed is halved.
Actions
Spells
Player’s Handbook
. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
Spells
Player’s Handbook
shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
make an ability check.
Actions
Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).
Poison Jab. Melee Attack Roll: Bonus equals your spell attack
Classes
Player’s Handbook
have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
Monsters
Fizban's Treasury of Dragons
","rollDamageType":"cold"} cold damage.A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on magic
or send them out to gather treasure from the territory around their lairs.
An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that created it. A
Detect Magic
Legacy
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Spells
Basic Rules (2014)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area
that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Monsters
Fizban's Treasury of Dragons
":"Slam","rollDamageType":"acid"} acid damage.A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on
hoards or send them out to gather treasure from the territory around their lairs.
An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that created it
Monsters
Fizban's Treasury of Dragons
","rollDamageType":"lightning"} lightning damage.A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on
their hoards or send them out to gather treasure from the territory around their lairs.
An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that
Monsters
Fizban's Treasury of Dragons
":"Slam","rollDamageType":"poison"} poison damage.A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on
their hoards or send them out to gather treasure from the territory around their lairs.
An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that
Monsters
Planescape: Adventures in the Multiverse
(the hand is invisible)
1/day each: jump, plane shift (self only), see invisibilityGithzerai travelers wander the multiverse to train and pursue cosmic enlightenment. These githzerai learn to
portals in Sigil and the Outlands. To learn more about other githzerai, see the Monster Manual.Matter Manipulation (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Matter
Monsters
Fizban's Treasury of Dragons
manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on magic from the Elemental Planes to shape their breath weapons into bipedal form, creating
Elemental creatures called animated breaths. Chromatic dragons often use these creatures as guardians for their hoards or send them out to gather treasure from the territory around their lairs.
An
Backgrounds
Sword Coast Adventurer's Guide
traditional rituals that are unfamiliar to those around me.
6
Sarcasm and insults are my weapons of choice.
d6
Ideal
1
Open. I have much to learn from the kindly folk I meet
granted will be to you new wonders that you’ve never laid eyes on before. By the same token, you’re a person of interest, for good or ill, to those around you almost anywhere you go.
Monsters
Icewind Dale: Rime of the Frostmaiden
tapped by the city's elite. A short obituary is engraved around the lip of the well in Draconic: “Herein lie the immortal remains of the Telepathic Pentacle. Sit, meditate, and learn.”
Imp (Familiar Variant)
Legacy
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Monsters
Monster Manual (2014)
. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending
);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Sting","rollDamageType":"piercing"} piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6);{"diceNotation":"3d6
Monsters
Bigby Presents: Glory of the Giants
in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads around corners. Each creature in that area must make a DC 17 Dexterity saving throw. A
, hoping to learn tactics the devils have fine-tuned over millennia and to acquire magical gifts to help the giant rise in the ordning.
Over time, the giant is corrupted, becoming a Fiend in its own right
School of Transmutation (PHB)
Legacy
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Classes
Player’s Handbook (2014)
creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.
Some transmuters are tinkerers and pranksters, turning
people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
Monsters
Princes of the Apocalypse
Bond of the Black Earth. The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette;bulette's senses and can ride
":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.Unyielding. When the burrowshark is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
Monsters
Ghosts of Saltmarsh
underwater at a depth greater than 100 feet.
Bound Together. The drowned blade shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them
instantaneously and without limitation.
Undead Fortitude. If damage reduces the drowned blade to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the
Mirror, Steel
Legacy
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Equipment
A steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on a medusa, make sure that you look good enough to present yourself to the queen, or examine wounds that you’ve received on hard-to-see parts of your body.
Magic Items
Bigby Presents: Glory of the Giants
The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.
You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip
deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around
School of Transmutation
Legacy
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Classes
Player’s Handbook (2014)
creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.
Some transmuters are tinkerers and pranksters, turning
people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.






