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Returning 35 results for 'masters see with only act from for learn'.
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Classes
Player’s Handbook
Master Unarmed Combat Techniques
Warriors of the Open Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.
Spells
Player’s Handbook
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or
object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Spells
Player’s Handbook
One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid.
A
. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a
Spells
Player’s Handbook
, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with
the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing.
As a Magic action
Spells
Player’s Handbook
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
Magic Items
Dungeon Master’s Guide
free from the socket. The hand is a shriveled left extremity.
Random Properties of the Eye and Hand. The Eye of Vecna and the Hand of Vecna each have the following random properties (see Artifacts
Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Hand of Vecna Spells
Spell
Charge Cost
Finger of Death
5
Feats
Player’s Handbook
. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30
feet when you cast it. The spell’s spellcasting ability is the ability increased by this feat.
Telekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see
Classes
Player’s Handbook
; or (B) 150 GP
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Ranger Features
Classes
Player’s Handbook
Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Paladins train to learn the skills of combat, mastering a variety of weapons and
level 1 features, which are listed in the Paladin Features table. See the multiclassing rules to determine your available spell slots.
Paladin Features
—Spell Slots per
Classes
Player’s Handbook
magic attempts to harness those words, which transcend any language.
Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things
, proficiency with one Musical Instrument of your choice, and training with Light armor.
Gain the Bard’s level 1 features, which are listed in the Bard Features table. See the multiclassing rules to
Classes
Player’s Handbook
an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art
Gain the Hit Point Die from the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table. See the multiclassing rules to determine
Classes
Player’s Handbook
associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn
table. See the multiclassing rules to determine your available spell slots.
Cleric Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Classes
Forgotten Realms: Heroes of Faerûn
places, and examine the processes of the mind. To them, knowledge is more valuable than material wealth, and learning is an act of worship. Libraries, universities, and other educational institutions also
draw on the power of the Knowledge Domain.
Gods of knowledge vary from masters of arcane magic to patrons of craft and invention. In Faerûn, Clerics of the Knowledge Domain worship deities of learning and ingenuity such as Oghma and Gond, among many others.
Classes
Eberron: Forge of the Artificer
, Thieves' Tools, Tinker's Tools, Dungeoneer's Pack, and 16 GP; or (B) 150 GP
Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see
Artificer’s level 1 features, which are listed in the Artificer Features table. See the multiclassing rules in the Player’s Handbook to determine your available spell slots, adding half your
Feats
Forgotten Realms: Heroes of Faerûn
Origin Feat
You gain the following benefits.
Dragon’s Tongue. You know Draconic. If you already know Draconic when you select this feat, you instead learn one language of your choice from the
language tables in the Player's Handbook or Chapter 2 of this book.
Dragon’s Terror. You can take a Magic action to instill terror in a creature you can see within 30 feet of yourself. The
Monsters
Forgotten Realms: Adventures in Faerûn
all expended uses at the start of each of its turns.
Retaliation. Zlan makes one Slam or Bewildering Bolt attack.
Stoke Paranoia. Wisdom Saving Throw: DC 19, one creature Zlan can see within 30 feet
damage and the target has the Charmed condition for 1 minute or until Zlan dies. While Charmed, the target doesn’t act as an ally to any creature. Success: Half damage only. Failure or Success: Zlan
Monsters
Mythic Odysseys of Theros
","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: ray of frost (see “Actions” below)
2/day
","rollType":"roll","rollAction":"Summon Water Weird"} water weird;water weirds (see the Monster Manual). The summoned weirds appear in unoccupied spaces in water within 60 feet of the triton. The water weirds
Monsters
Guildmasters’ Guide to Ravnica
unobtrusive, and most mobile. They act as messengers and spies for their Orzhov masters and tend to mimic the mannerisms and movements of the oligarchs they serve.Poison
Way of the Open Hand
Legacy
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Classes
Basic Rules (2014)
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
archdukes of the Nine Hells. These narzugons act as horrific perversions of knights errant, carrying out their masters’ will.
Narzugons wield hell-forged lances that shunt the souls of any they
creature with a soul, the soul rises from the River Styx as a lemure (see the Monster Manual) in Avernus in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Hellfire Lance"} hours. If the
Monsters
Quests from the Infinite Staircase
long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, Piercing
saving throw or have the prone condition.Thorny hunters are bestial vegepygmies derived from the corpses of bears, dogs, and other quadrupedal Beasts. Thorny hunters act like bloodhounds, following
School of Necromancy (PHB)
Legacy
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Classes
Player’s Handbook (2014)
you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As
Monsters
Mordenkainen Presents: Monsters of the Multiverse
personality it has absorbed or else become uncontrolled and erratic. This act spawns a new oblex.
Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and
plunders the creature’s mind, leaving its prey befuddled and confused—or dead.
When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters.
School of Necromancy
Legacy
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Classes
Player’s Handbook (2014)
you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As
Monsters
Infernal Machine Rebuild
target it can see within 90 feet of it.
Eye of Fear. The target and up to four other creatures of the eye of fear and flame's choice within 10 feet of the target must each succeed on a DC 16 Wisdom saving
remains unknown.
Cruel Puppet Masters. An eye of fear and flame often chooses to appear during times of uncertainty, such as after a group's devastating defeat or when an individual contemplates some
Monsters
Mordenkainen's Fiendish Folio Volume 1
khargra can see within 5 feet of it hits it with a metal weapon, the khargra can make a bite attack against that creature.The bizarre khargra is a flying creature from the Elemental Plane of Earth that
khargras as couriers. Making use of these creatures' odd digestive systems, their masters sprinkle iron dust on a scroll or other organic item that bears a message. The khargra devours the missive
Monsters
Planescape: Adventures in the Multiverse
(the hand is invisible)
1/day each: jump, plane shift (self only), see invisibilityGithzerai travelers wander the multiverse to train and pursue cosmic enlightenment. These githzerai learn to
portals in Sigil and the Outlands. To learn more about other githzerai, see the Monster Manual.Matter Manipulation (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Matter
Equipment
, transforming the ritual caster into a Lich (MCDM);lich. In a final, terrible act, the completion of the ritual requires tearing out one’s own heart and the heart of a loved one.
To decipher the
grimoire, you must be a spellcaster who can cast spells of 7th level or higher. If you spend 80 hours over a period of 30 days or fewer studying the book, you learn the ritual to create a soulstone and turn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping
, mage hand, message
3/day: suggestion
2/day each: hold person, invisibilityWith snakes for arms, pit masters are yuan-ti malison priests who have made a pact with the god Merrshaulk and seek to rouse
Gray Dwarf (Duergar)
Legacy
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Species
Sword Coast Adventurer's Guide
grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters.
Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and
with your Dungeon Master to see if you can play a gray dwarf character.
Duergar see themselves as the true manifestation of dwarven ideals, clever enough not to be taken in by the treacherous deceptions
Detect Magic
Legacy
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Spells
Basic Rules (2014)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area
that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
battlefield is a boon to their allies and a threat to every foe around them.
Far from being cloistered academics, hobgoblin devastators are masters of the battlefield. In addition to tactical applications
of the magical arts, they learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. They have the respect of other members of the host and receive
Crown of Madness
Legacy
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Spells
Player’s Handbook (2014)
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the target is charmed in this way, a twisted crown of
that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control
Monsters
Eberron: Rising from the Last War
warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.Warforged soldiers are humanoids formed from wood and
warforged soldiers still serve their former masters, often guarding dragonmarked houses or merchant caravans. Many warforged find it difficult to separate themselves from the soldiers they were made
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
skilled allies.
Alien Minds
The lizardfolk’s reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than
hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn’t think, “I’m scared.&rdquo






