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Returning 35 results for 'master skill with only add fire for like'.
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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.
Spells
Player’s Handbook
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some
other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the
Monsters
Monster Manual
Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 10-foot Emanation originating from the salamander takes 10 (3d6);{"diceNotation
":"3d6", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.
Magic Resistance. The salamander has Advantage on saving throws against spells and other magical
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
, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to
Spells
Player’s Handbook
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cube;Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each
creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Equipment
or Scroll Case, Parchment, Pouch, Quiver, Waterskin
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.
Ability: Dexterity Utilize: Add a design to a leather item (DC 10) Craft: Sling, Whip, Hide;Hide Armor, Leather;Leather Armor, Studded Leather;Studded Leather Armor, Backpack, Crossbow Bolt Case, Map
Equipment
Ability: Wisdom Utilize: Draft a map of a small area (DC 15) Craft: Map
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.
Equipment
Ability: Dexterity Utilize: Modify footwear to give Advantage on the wearer’s next Dexterity (Acrobatics) check (DC 10) Craft: Climber's Kit
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.
Equipment
Ability: Charisma Utilize: Apply makeup (DC 10) Craft: Costume
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.
Equipment
Ability: Wisdom Utilize: Improve food’s flavor (DC 10), or detect spoiled or poisoned food (DC 15) Craft: Rations
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.
Equipment
Ability: Wisdom Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)
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.
Equipment
Ability: Intelligence Utilize: Discern a gem’s value (DC 15) Craft: Arcane Focus, Holy Symbol
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.
Equipment
, Traveler's Clothes
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.
Equipment
, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox
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.
Equipment
Ability: Dexterity Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
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.
Equipment
Ability: Intelligence Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10) Craft: Antitoxin
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.
Equipment
Ability: Dexterity Utilize: Write text with impressive flourishes that guard against forgery (DC 15) Craft: Ink, Spell Scroll
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.
Equipment
Ability: Wisdom Utilize: Paint a recognizable image of something you’ve seen (DC 10) Craft: Druidic Focus, Holy Symbol
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.
Equipment
Ability: Intelligence Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) Craft: Jug, Lamp
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.
Equipment
Ability: Intelligence Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison
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.
Equipment
Ability: Strength Utilize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle
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.
Spells
Player’s Handbook
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like
that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a
Equipment
Ability: Dexterity Utilize: Mimic 10 or fewer words of someone else’s handwriting (DC 15), or duplicate a wax seal (DC 20)
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.
Equipment
Ability: Intelligence Utilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial
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.
Equipment
, 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.
Equipment
Pen, Needles
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.
Equipment
, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets
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.
Equipment
Healing. Doing so requires using this kit and 25 GP of raw material over the course of 1 day (8 hours of work).
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.
Spells
Player’s Handbook
Prismatic Rays table.
Prismatic Rays
1d8
Ray
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save
of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
25–27
Druid
28–30
Erinyes
31–33
Ettin
34–36
Fire Giant
37–39
Frost Giant
40–42
Gnoll Warrior
43–45
Goblin Warrior
46
Classes
Player’s Handbook
Core Fighter Traits
Primary Ability
Strength or Dexterity
Hit Point Die
D10 per Fighter level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
mercenaries—as Fighters, they all share an unparalleled prowess with weapons and armor. And they are well acquainted with death, both meting it out and defying it.
Fighters master various
Spells
Player’s Handbook
violet layer.
Prismatic Layers
Order
Effects
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass
damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.
6
Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the
Magic Items
Dungeon Master’s Guide
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
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
Classes
Player’s Handbook
Core Bard Traits
Primary Ability
Charisma
Hit Point Die
D8 per Bard level
Saving Throw Proficiencies
Dexterity and Charisma
Skill Proficiencies
Choose any 3 skills
, including performing music, working magic, and making jests.
A Bard’s life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer
Species
Player’s Handbook
goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse—unencumbered by the internecine






