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Returning 35 results for 'master strike with only all family for level'.
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Spells
Player’s Handbook
The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it
can’t benefit from the Invisible condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Magic Items
Dungeon Master’s Guide
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
Monsters
Monster Manual
ability (spell save DC 16):
At Will: Thaumaturgy 1/Day Each: Clairvoyance, Cure Wounds (level 6 version), Flame Strike (level 6 version), Geas, True SeeingPoison
Spells
Player’s Handbook
Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on
a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Spells
Player’s Handbook
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike
simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
Magic Items
Dungeon Master’s Guide
you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total
number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).
Spells. While holding the staff, you can cast one of the spells on the following table from it
Monsters
Monster Manual
sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.
Grave Strike. Melee Attack Roll: +10
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Grave Strike"}, reach 5 ft. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Grave Strike", "rollDamageType
Monsters
Monster Manual
Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth
three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +17;{"diceNotation":"1d20+17
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14
":"1d20+13", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary
Magic Items
Dungeon Master’s Guide
(see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
Cost
Cure Wounds (level 9 version)
4
Daylight
1
Death Ward
2
Detect Magic
0
Scrying (save DC 18)
3
Call Dragons. While you control the orb, you can take a Magic
Monsters
Candlekeep Mysteries
Unarmored Defense. While Steel Crane is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Steel Crane makes three attacks.
Force Strike. Melee Weapon Attack
: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Force Strike"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Force Strike
Monsters
Acquisitions Incorporated
Strike"} damage of the same type dealt by the weapon.
Fey Ancestry. Omin has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Omin is a 9th-level
movement, locate creature, stoneskin
5th level (1 slot): dispel evil and good, flame strike, hold monster, greater restoration, legend loreMultiattack. Omin makes two attacks with his maul.
Maul. Melee
Monsters
Waterdeep: Dragon Heist
): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk
4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
5th level (1 slot): flame strike
Dwarven Resilience. Istrid has advantage on saving throws against being poisoned.
Spellcasting. Istrid is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6
Monsters
Tales from the Yawning Portal
1 round.
Instinctive Attack. When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action.
Spellcasting. The Ooze Master is a 9th-level
, Melf's acid arrow, suggestion
3rd level (3 slots): fear, slow, stinking cloud
4th level (3 slots): confusion, Evard's black tentacles
5th level (1 slot): cloudkill
Spider Climb. The Ooze Master can
Monsters
Curse of Strahd
parents succumbed to their grief, leaving him an orphan. He became a sociopath. Other children ruthlessly mocked him because of his dead family and his missing arm, but he was a large boy and had no
took him into his home. Izek has been loyal to the burgomaster ever since, enjoying the power of his position and the comforts of his master’s mansion. When he isn’t enforcing the
Monsters
Eberron: Rising from the Last War
): banishment, divination, guardian of faith
5th level (2 slots): dispel evil and good, flame strike (see “Actions” below), scrying
6th level (1 slot): forbiddance, planar ally
7th level (1
’s choice).
Flame Strike (5th-Level Spell; Requires a Spell Slot). The councilor chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered
Monsters
Princes of the Apocalypse
Spellcasting. The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): blade ward, gust,* light, prestidigitation
1st level (4 slots): feather fall
Monsters
Acquisitions Incorporated
Spellcasting. Flabbergast is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit
with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, distort value,* sleep
Monsters
Icewind Dale: Rime of the Frostmaiden
Special Equipment. Vellynne wears bracers of defense and carries a wand of magic missiles (see “Actions” below).
Spellcasting. Vellynne is an 8th-level spellcaster. Her spellcasting
(at will): chill touch (see “Actions” below), light, mage hand, message, prestidigitation
1st level (4 slots): comprehend languages, detect magic, ray of sickness, Tasha's hideous
Monsters
Curse of Strahd
Special Equipment. In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.
Spellcasting. Ezmerelda is a 7th-level
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): protection from evil and good, magic missile, shield
2nd level (3 slots
Monsters
Tyranny of Dragons
);{"diceNotation":"2d8","rollType":"damage","rollAction":"Poison Strike","rollDamageType":"poison"} poison damage.
Spellcasting. Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability
Amphibious. Pharblex can breathe air and water.
Poison Strike (3/Day). Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8
Monsters
Strixhaven: A Curriculum of Chaos
archaic makes two Force Strike attacks. It can also use Gravity Shift, if available.
Force Strike. Melee or Ranged Spell Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Force
Strike"} to hit, reach 15 ft. or range 120 ft., one target. Hit: 19 (2d10 + 8);{"diceNotation":"2d10+8", "rollType":"damage", "rollAction":"Force Strike", "rollDamageType":"force"} force damage, and
Monsters
Waterdeep: Dragon Heist
Spellcasting. Hlam is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell
attacks). He has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, spare the dying1st level (4 slots): detect evil and good, healing word, sanctuary, shield of
Monsters
Waterdeep: Dragon Heist
is Master of Arms and Mercenaries for the Waterdeep Zhentarim. In this role, she provides armor, weapons, and training to sellswords on the Black Network's payroll.
Tashlyn has established a useful
City Guard. In that position, she watches over traffic that passes through the gate — and ensures that her associates in the Black Network can come and go freely.
Born to a well-off family in Calimshan
Monsters
Baldur’s Gate: Descent into Avernus
Spellcasting. The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit with spell attacks). It has
the following wizard spells prepared:
Cantrips (at will): mage hand, message, prestidigitation
1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see “Actions
Monsters
Acquisitions Incorporated
Special Equipment. Jim carries a wand of wonder.
Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Jim teleports up to 30 feet to a
-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the
Monsters
Guildmasters’ Guide to Ravnica
: charm person (as a 3rd-level spell), crown of madness
1/day: dominate person
Magic Resistance. The master has advantage on saving throws against spells and other magical effects.Multiattack. The
Aura of Blood Lust. When any other creature starts its turn within 30 feet of the master, that creature must succeed on a DC 17 Wisdom saving throw, or it must immediately take the Attack action
Monsters
Acquisitions Incorporated
-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the
following wizard spells prepared:
Cantrips (at will): acid splash, light, mage hand, poison spray, shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, sleep
2nd level (3 slots
Monsters
Waterdeep: Dragon Heist
Gnome Cunning. Skeemo has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting. Skeemo is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell
, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level
Monsters
Eberron: Rising from the Last War
must obey the knight's commands until the knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way.
Master of the Pallid Banner. While
within 60 feet of the knight, any undead ally of the knight has advantage on saving throws against any effect that turns undead.
Spellcasting. The knight is an 8th-level spellcaster. Its spellcasting
Monsters
Waterdeep: Dragon Heist
Fey Ancestry. Davil has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Davil is a 12th-level spellcaster. His spellcasting ability is Charisma
, minor illusion, vicious mockery
1st level (4 slots): cure wounds, disguise self, sleep
2nd level (3 slots): crown of madness, invisibility, suggestion
3rd level (3 slots): nondetection, sending
Monsters
Waterdeep: Dragon Heist
-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step
Monsters
Curse of Strahd
Special Equipment. In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead.
Spellcasting. Rictavio is a 9th-level
cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
Monsters
Quests from the Infinite Staircase
damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.Multiattack. The android makes two Force Strike attacks.
Force Strike. Melee or
Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Force Strike"} to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Unarmed Strike attacks and one Piscine Anatomy attack.
Unarmed Strike. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Unarmed Strike"} to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Unarmed Strike", "rollDamageType":"bludgeoning"} bludgeoning damage.
Piscine Anatomy. The sea spawn uses one of the






