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Returning 35 results for 'manner slot with only allows for for later'.
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manner slot with only allies for for later
matter slot with only allies for for later
Spells
Player’s Handbook
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.
Spells
Player’s Handbook
its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
Spells
Player’s Handbook
melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns
, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.
Spells
Player’s Handbook
on a later turn to curse a new creature.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours).
Spells
Player’s Handbook
contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range
object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Spells
Player’s Handbook
save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
attack against a creature within 30 feet of the vine.
Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4.
Spells
Player’s Handbook
Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.
As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied
space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 6.
Spells
Player’s Handbook
damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain
death. Should you issue a suicidal command, the spell ends.
A Remove Curse,Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot
Spells
Player’s Handbook
action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if
creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
Magic Items
Dungeon Master’s Guide
evil have added their own input to the book’s catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some
damage unless the creature is a Fiend or an Undead.
Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the
Spells
Player’s Handbook
the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5 feet of it
Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.
Spells
Player’s Handbook
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.
Monsters
Waterdeep: Dungeon of the Mad Mage
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
Monsters
Van Richten’s Guide to Ravenloft
Manual) 1 minute later. The zombie acts immediately after the plague spreader in the initiative count.Among the undead, a lone zombie ranks far from the most menacing. The horror of the shambling dead lies
into a dragon’s maw until the monster chokes. In the course of their relentless marches, zombies might suffer all manner of trauma, potentially reducing them to masses of crawling limbs (see
Monsters
Tomb of Annihilation
(1 slot): telekinesisMultiattack. The wight makes two longsword attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to
Monsters
Bigby Presents: Glory of the Giants
feet of itself casting a spell, the giant tries to interrupt it. If the creature is casting a spell using a spell slot of 3rd level or lower, the spell fails and has no effect. If the creature is
treasures—often by gambling. While many cloud giants are content with risking their wealth in games with each other, those who aim for the top of their ordning challenge all manner of beings in
Monsters
Curse of Strahd
): divination, freedom of movement, guardian of faith
5th level (2 slots): greater restoration, raise dead
6th level (1 slot): find the path, harm, true seeing
7th level (1 slot): fire storm
, regenerate
8th level (1 slot): earthquakeDagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft., one target. Hit: 2 (1d4);{"diceNotation
Monsters
Curse of Strahd
.
Exile. Rahadin was exiled for refusing to bow down to a dusk elf prince whom he considered weak and corrupt. When the dusk elves later declined to pay fealty to King Barov, Rahadin helped Barov
his attention to building Castle Ravenloft, Rahadin saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed Rahadin his castle chamberlain. Rahadin was pleased to do
Monsters
Mythic Odysseys of Theros
nymphs and convincing them to aid in creating phenomenal works. In some tales, a smith finds an oread and allows it to relish in the destruction of a novel or remarkable item. In recompense, the
oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even greater wonder. In more tales, though, a smith pursues an oread, then later the
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can’t be
beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Variant: Demon Summoning
Drow Inquisitor (Summoner Variant);Variant: Demon Summoning
Some drow inquisitors have an action that allows them to summon a yochlol.
Summon Demon (1/Day). The drow
damage.
The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a mockery of mortal life and its many
appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed save, the creature is
Monsters
Curse of Strahd
): darkvision, knock, mirror image
3rd level (3 slots): clairvoyance, lightning bolt, magic circle
4th level (1 slot): greater invisibilityMultiattack. Ezmerelda makes three attacks: two with her +1 rapier
was a little girl, her family kidnapped van Richten’s teenage son, Erasmus, and delivered him into the clutches of a vampire. Even today, years later, she can still hear Erasmus’s pleas
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lair actions:
Cast a Spell. The morkoth casts darkness, dispel magic, or misty step, using Intelligence as its spellcasting ability and without expending a spell slot.
Hypnotize. The morkoth uses its
effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).
Locate Creatures and Objects. The morkoth is aware of any new
Monsters
Van Richten’s Guide to Ravenloft
): blur, flaming sphere
3rd level (1 slot): fireball
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it
, Osybus gifted them with a trace of his power. Taking the form of a shadowy tattoo, this boon allows the priests to steal souls as their master did and to cheat death and become undead horrors.
The
Monsters
Curse of Strahd
): augury, lesser restoration, protection from poison
3rd level (3 slots): magic circle, remove curse, speak with dead
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): dispel
carnival wagon, with a pet monkey on his shoulder. He took over an abandoned tower on Lake Baratok before rolling into the town of Vallaki several months later. Claiming to be a carnival ringmaster
Magic Items
Keys from the Golden Vault
added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations
Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.
If a solar tears
Monsters
Candlekeep Mysteries
(2 slots): contagion, scrying
6th level (1 slot): harmMultiattack. Valin can use her Dreadful Glare and makes one attack with her rotting fist.
Rotting Fist. Melee Weapon Attack: +9;{"diceNotation
made for me. It has come to me. It is part of me.”
Flaw. “Each future that allows a chance for my failure to occur must be tracked, must be focused on, and must be destroyed.”Valin
Monsters
The Wild Beyond the Witchlight
, teleport, wishNegate Spell (2/Day). When Iggwilv sees a creature within 60 feet of her casting a spell, she tries to interrupt it. If the creature is casting a spell using a spell slot of 8th level or
personal power and more interested in exploring her fey existence
Roleplaying Notes
Iggwilv was a brilliant, calculating figure hardly prone to emotional outbursts, but as Zybilna, she allows her
Monsters
Mordenkainen Presents: Monsters of the Multiverse
minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of
after a Short or Long Rest). As an action, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that
Monsters
Van Richten’s Guide to Ravenloft
power. Taking the form of a shadowy tattoo, this boon allows the priests to steal souls as their master did and to cheat death and become undead horrors.
The threat posed by Osybus and his disciples
of Osybus (Ectoplasmic);Ectoplasmic. An otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest
Monsters
Van Richten’s Guide to Ravenloft
of a shadowy tattoo, this boon allows the priests to steal souls as their master did and to cheat death and become undead horrors.
The threat posed by Osybus and his disciples raised alarms far and
);Ectoplasmic. An otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce
Monsters
Van Richten’s Guide to Ravenloft
power. Acknowledging the role that his disciples played in his ascension, Osybus gifted them with a trace of his power. Taking the form of a shadowy tattoo, this boon allows the priests to steal souls
away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the
Monsters
Van Richten’s Guide to Ravenloft
shadowy tattoo, this boon allows the priests to steal souls as their master did and to cheat death and become undead horrors.
The threat posed by Osybus and his disciples raised alarms far and wide. In
);Ectoplasmic. An otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that
Monsters
Van Richten’s Guide to Ravenloft
. Acknowledging the role that his disciples played in his ascension, Osybus gifted them with a trace of his power. Taking the form of a shadowy tattoo, this boon allows the priests to steal souls as their
moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature&rsquo






