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Returning 35 results for 'make spelling with only acid from for led'.
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Spells
Player’s Handbook
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid
damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.
Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2.
Equipment
Ability: IntelligenceUtilize: Identify a substance (DC 15), or start a fire (DC 15)Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume
If you have proficiency with a tool, add your
Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Monsters
Monster Manual
", "rollAction":"Ooze Cube", "rollDamageType":"Acid"} Acid damage.
Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the
);{"diceNotation":"3d6+2", "rollType":"damage", "rollAction":"Pseudopod", "rollDamageType":"Acid"} Acid damage.
Engulf. The cube moves up to its Speed without provoking Opportunity Attack;Opportunity Attacks
Monsters
Monster Manual
);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Corrosive Form", "rollDamageType":"Acid"} Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing
can climb difficult surfaces, including along ceilings, without needing to make an ability check.Dissolving Pseudopod. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
Monsters
Monster Manual
needing to make an ability check.Pseudopod. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Pseudopod"}, reach 5 ft. Hit: 12 (3d6 + 2);{"diceNotation":"3d6+2
", "rollType":"damage", "rollAction":"Pseudopod", "rollDamageType":"Acid"} Acid damage.Split. Trigger: While the jelly is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to
Monsters
Monster Manual
":"Piercing"} Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Until the grapple ends, the kuo-toa can’t make Pincer Staff attacks.
Conjure
", "rollAction":"Conjure Slimy Glob", "rollDamageType":"Acid"} Acid damage.Shield of Faith (2/Day). The kuo-toa casts Shield of Faith, using Wisdom as the spellcasting ability.
Spells
Player’s Handbook
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.
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
Spells
Player’s Handbook
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a
hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an
Monsters
Monster Manual
Advantage on saving throws against spells and other magical effects.
Spider Climb. The yochlol can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web
":"damage", "rollAction":"Caustic Lash", "rollDamageType":"Acid"} Acid damage.
Spellcasting. The yochlol casts one of the following spells, requiring no Material components and using Charisma as the
Spells
Player’s Handbook
You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire
Monsters
Monster Manual
a type chosen by the cataclysm: Acid;{"diceNotation":"5d6+8", "rollType":"damage", "rollAction":"Elemental Burst (Acid)", "rollDamageType":"Acid"}, Cold;{"diceNotation":"5d6+8", "rollType":"damage
(4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Swallowing Earth", "rollDamageType":"Acid"} Acid damage, and the target has the Prone condition and is buried under rubble. A buried
Monsters
Monster Manual
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The
vampire can’t enter a residence without an invitation from an occupant.Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. The vampire is
Magic Items
Dungeon Master’s Guide
slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using
out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66–70
You suffer a bout of “magic
Monsters
Monster Manual
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant. Running Water. The vampire takes 20 Acid damage if it ends its turn in running
Spells
Player’s Handbook
creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the Prismatic Layers table.
The wall, which has AC 10, can be destroyed one layer at a time
through this layer, which is destroyed if it takes at least 25 Cold damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged
Monsters
Forgotten Realms: Adventures in Faerûn
Immunity to Acid, Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit Points.Multiattack. Sammaster makes three Rend
"}. Constitution Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 52 (8d12) Acid;{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Corroding Breath (Acid)", "rollDamageType":"Acid
Monsters
Forgotten Realms: Adventures in Faerûn
Tiny object that has AC 20; HP 50; and Immunity to Acid, Necrotic, Poison, and Psychic damage. The gem regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit Points
":"1d20+13", "rollType":"to hit", "rollAction":"Corrosive Burst"}, reach 5 ft. or range 120 ft. Hit: 38 (5d12 + 6) Acid;{"diceNotation":"5d12+6", "rollType":"damage", "rollAction":"Corrosive Burst (Acid
Spells
Forgotten Realms: Heroes of Faerûn
one sphere hurtling toward a target within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes 3d6 Acid, Cold, Fire, Lightning, or Thunder damage (your choice). Regardless of
Six chromatic spheres orbit you for the duration.
While the spheres are present, you can expend spheres to create the following effects:
Absorb Energy. When you take Acid, Cold, Fire, Lightning, or
Monsters
Astarion's Book of Hungers
.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the
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
Acid (vial)
Legacy
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Equipment
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Ankheg
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
must make a DC 13 Dexterity saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.
","rollAction":"Bite","rollDamageType":"slashing"} slashing damage plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Bite","rollDamageType":"acid"} acid damage. If the target is a Large or
Melf's Acid Arrow
Legacy
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Spells
Player’s Handbook (2014)
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and
2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels
Monsters
Spelljammer: Adventures in Space
Dying Burst. When the clown drops to 0 hit points, it pops like a balloon, releasing a splash of putrid, corrosive ichor. Each creature within 5 feet of the clown when it bursts must make a DC 12
Dexterity saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Dying Burst","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful
Monsters
Icewind Dale: Rime of the Frostmaiden
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
target can’t take reactions until the start of his next turn.
Acid Splash (Cantrip). Dzaan hurls a bubble of acid at one creature he can see within 60 feet of it, or at two such creatures that
Black Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Acid Breath","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.Acid
":"acid"} acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. The dragon exhales acid in a 15-foot line that is 5 feet wide. Each
Acid Arrow
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and
2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels
Young Copper Dragon
Legacy
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Monsters
Basic Rules (2014)
acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8);{"diceNotation":"9d8","rollType":"damage","rollAction":"Acid Breath
damage.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapons"}. The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales
Monsters
Icewind Dale: Rime of the Frostmaiden
the target is pushed to within 5 feet of a creature friendly to Jarund, that creature can make an attack against the target as a reaction.
Javelin. Melee or Ranged Weapon Attack: +7;{"diceNotation
","rollDamageType":"piercing"} piercing damage.The Elk King is Jarund Elkhardt, a terse yet thoughtful giant of a man who is nearly fifty years old—ancient by tribal standards. He has led the Elk Tribe for over half
Copper Dragon Wyrmling
Legacy
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Monsters
Basic Rules (2014)
following breath weapons.
Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8);{"diceNotation
":"4d8","rollType":"damage","rollAction":"Acid Breath","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 15
Magic Items
Tyranny of Dragons
following benefits.
Damage Absorption. You have resistance against acid damage. If you already have resistance to acid damage from another source, you instead have immunity to acid damage. If you
already have immunity to acid damage from another source, whenever you are subjected to acid damage, you take none of that damage and regain a number of hit points equal to half the acid damage dealt
Gelatinous Cube
Legacy
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Monsters
Basic Rules (2014)
check, and the creature making the attempt takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType":"acid"} acid damage.
The cube can hold only one Large creature or up to four Medium
":"Pseudopod"} to hit, reach 5 ft., one creature. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Pseudopod","rollDamageType":"acid"} acid damage.
Engulf. The cube moves up to its speed
Young Black Dragon
Legacy
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Monsters
Basic Rules (2014)
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving
plus 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Bite","rollDamageType":"acid"} acid damage.
Claw. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction
Flumph
Legacy
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Monsters
Monster Manual (2014)
damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Tendrils","rollDamageType":"acid
Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving
Magic Items
Tyranny of Dragons
.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
Draconic Potency. Against enemies of the Cult of
the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.
Monsters
Icewind Dale: Rime of the Frostmaiden
used to make a ranged attack or used with two hands to make a melee attack.Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them
hill giants and ogres. It's not unusual to find a gang of hill giants and ogres led by a verbeeg, since verbeeg are much smarter than their brutish cousins. Verbeeg also enjoy the company of






