Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'master sacred with only archfey forms for long'.
Other Suggestions:
master shared with only arches forms for long
master sacred with only archer forms for long
master sacred with only archer forces for long
master sacred with only archer focus for long
master sacred with only archery forms for long
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Master of Myriad Forms Prerequisite: 15th level You can cast alter self at will, without expending a spell slot.
Magic Items
Dungeon Master’s Guide
) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.
In certain forms, the weapon has the following additional properties
.
Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks.
Attack Deflection (Quarterstaff Form Only). When you are hit by
Classes
Player’s Handbook
Bond with a Primal Beast
A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.
Magic Items
Dungeon Master’s Guide
flash of radiance. However, as long as evil exists in the multiverse, the book re-forms 1d10 × 100 years later.
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
Magic Items
Dungeon Master’s Guide
Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
Magic Items
Dungeon Master’s Guide
skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well
guarded.
Bathing the wand in positive energy (such as that which permeates the Positive Plane) causes it to crack and explode, but unless the above conditions are met, the wand instantly re-forms on Orcus’s layer of the Abyss.
Classes
Player’s Handbook
the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons
15
4
5
20
+6
Eldritch Master
10
4
15
4
5
Warlock Class Features
As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
Magic Items
Dungeon Master’s Guide
an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Magic Items
Dungeon Master’s Guide
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Magic Items
Forgotten Realms: Adventures in Faerûn
hundred genies, including the physical forms of Calim and Memnon. The genies scream and strain in agonized fury, pressing their belligerent faces against the walls of their crystal line prison
until the next dawn.
Random Properties. The Artifact has the following random properties (see chapter 7 of the Dungeon Master’s Guide):
1 minor beneficial property
1 major beneficial
Monsters
Forgotten Realms: Adventures in Faerûn
dozens of miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons’ sinuous forms. Many deep dragons collect forgotten
:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by nonmagical means.
Restless Sleep. When a
Monsters
Forgotten Realms: Adventures in Faerûn
miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons’ sinuous forms. Many deep dragons collect forgotten tomes or
:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by nonmagical means.
Restless Sleep. When a creature
Feats
Astarion's Book of Hungers
Proficiency Bonus, and you recover all expended uses when you finish a Long Rest.
Vampiric Connection. The DM determines the fate of your former vampire master. While you and your former vampire master
Origin Feat
You gain the following benefits.
Decanting. When you finish a Long Rest, you can create one Potion of Healing or an Antitoxin, as long as you have an empty vial or flask. These liquids
Species
Lorwyn: First Light
as culturally from their Shadowmoor counterparts.
In Lorwyn
The horns of Lorwyn elves are stubby like a goat’s or curved like a ram’s, but always ridged. Their pointed ears are long and
are long, wavy, and covered with a rough, thorny texture. Their pointed ears are usually longer than those of their Lorwyn counterparts.
Like Lorwyn elves, Shadowmoor elves protect beauty, though a
Monsters
Forgotten Realms: Adventures in Faerûn
dragons’ sinuous forms. Many deep dragons collect forgotten tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.
Deep dragons are excellent swimmers. They
;s lair is changed by its presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can
Monsters
Forgotten Realms: Adventures in Faerûn
forms. Many deep dragons collect forgotten tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.
Deep dragons are excellent swimmers. They often clash with aquatic
presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by
Feats
Forgotten Realms: Heroes of Faerûn
benefit if you have the Incapacitated condition.
Spellfire Flame. You learn the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you
select this feat). You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Feats
Astarion's Book of Hungers
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Sacred Magic. You
ability increased by this feat.
Solar Luminance. When you cast Light, you can have the light from the spell be sunlight. Once you use this benefit, you can’t use it again until you finish a Long
Monsters
Forgotten Realms: Adventures in Faerûn
inches long, it re-forms from that piece of chardalyn in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Next of the Seven"} days, regaining all its Hit Points. The new body appears in the
Magic Items
Forgotten Realms: Adventures in Faerûn
powerful Undead scions. Should a wearer prove unworthy of this honor, the crown teleports away to find a new mortal to corrupt for its master.
Cursed. The crown is cursed. Attuning to the crown extends
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
Monsters
Mordenkainen Presents: Monsters of the Multiverse
re-forms within hours.
In service to its master, a boneclaw delights in causing horrific pain. It lurks like a spider in shadowy recesses, waiting for victims to approach within reach of its long
master—a person within a few miles who has a hate-filled heart. The soul bonds to that person and becomes enslaved to its new master’s wishes. The boneclaw forms near its master, sometimes
Monsters
Acquisitions Incorporated
innately cast the following spells, requiring no material components:
At will: minor illusion, sacred flame, thaumaturgy
1/day each: command, darkness, darkvision, pass without trace
, silenceMultiattack. Rosie makes three attacks, then makes two unarmed strike attacks.
Staff of the Master (+1 Quarterstaff). Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Staff
Monsters
Van Richten’s Guide to Ravenloft
archfey named Zybilna, who had forged secret pacts with some of the fiends Isolde and her companions had slain. Rather than be angry at Isolde, Zybilna was impressed by her. She enlisted a powerful fiend
known only as “the Caller” to corrupt and slay all of Isolde’s companions, leaving Isolde alone, bitter, and vulnerable. The insidious archfey then befriended Isolde and offered to
Imp (Familiar Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other
. 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
Monsters
Mythic Odysseys of Theros
. While the two are bonded, the master can sense what the anvilwrought senses, as long as they are within 1 mile of each other.
Fire, Poison
creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and
Monsters
Waterdeep: Dragon Heist
;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the
metals and stones, such as coins and gems, within 60 feet of her.Istrid is regarded as the Black Network's Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending operation
Monsters
Domains of Delight: A Feywild Accessory
more than happy to fashion a hut made of spider silk for his guest to inhabit. The visitor is free to remain there as long as they wish, provided they do no harm to the other denizens of Fablerise
.
Yarnspinner’s favorite activity is to read stories aloud to the animals that occupy his domain, all of which benefit from having had awaken spells cast on them. The archfey’s stories
Acolyte
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and
offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power
Monsters
Waterdeep: Dragon Heist
): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit
long rest); each creature in the line must make a DC 11 Dexterity saving throw, taking 2d6;{"diceNotation":"2d6","rollType":"damage","rollAction":"Dragonborn","rollDamageType":"lightning"} lightning
Monsters
Waterdeep: Dragon Heist
spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Psionic Ability. Unknown to all
long rest before she can cast the spell again. Wisdom is her spellcasting ability (spell save DC 12).Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Club"} to
Equipment
Combat
Utility
Whimsy
11
16
14
The sacred water from the Opu Opu Spring has always been famous for its healing properties. Villagers would come from all around and make the
long trek up into the mountains to collect the spring water, but recently a large troll has moved into the area and the villagers have been too afraid to travel there. Because of this, supplies of the spring water are now at an all-time low.
Monsters
Acquisitions Incorporated
spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Relentless Endurance. When
reduced to 0 hit points, she drops to 1 hit point instead (but can't do this again until she finishes a long rest).Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction
Magic Items
Ghosts of Saltmarsh
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes
, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
Monsters
Icewind Dale: Rime of the Frostmaiden
, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit






