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Returning 35 results for 'mastery skills with only are from for long'.
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master spells with only are from for long
master skills with only are from for long
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matter spells with only are from for long
masters skills with only are from for long
Monsters
The Book of Many Things
Hilarion with helping him change his ways and use his skills for good instead of gold, but he feels unworthy of the organization and has grown lonely after so long away from the Solar Bastion.
Monsters
Dragon of Icespire Peak
treated—fairly and with patience.
Falcon's real name is Gustaf Stellern, but he has long since abandoned it. His hunting skills have earned him the name he now bears.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, and each one starts its training by gaining mastery over an umber hulk.
Neogi
A neogi looks like an outsize spider with an eel’s neck and head. It can poison the body and the mind of its
their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.
Monsters
Icewind Dale: Rime of the Frostmaiden
hostile climate. Their sensitive eyes appreciate sunless days and long, dark nights. They use wooden javelins as tools to test the snow ahead of them.
Kobolds native to Icewind Dale frequently wander
into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The people of Ten-Towns, accustomed to the presence of strange outlanders, allow
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage if the champion has more than half of its total hit points remaining.Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers
and white
12
Black anvil cracked down the middle on an orange field
Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery
attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Mind Mastery
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Soulblade", "rollDamageType":"force"} force damage while under the effect of Enlarge.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns
invisible with it.Soulblades are duergar combatants whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes.
Duergar
Duergar are dwarves of the deep
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
long ago, the garrison at Redtooth Keep turned away a group of travelers seeking shelter. Before departing, one of the travelers was revealed to be a powerful witch and cursed the elves, declaring that
skills, our beauty, and our history.”
—Yenna, Redtooth regent
Change Shape. The werefox polymorphs into a fox-elf hybrid, into a fox, or back into its elf form. Its game statistics, other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait
place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. They also settle down temporarily whenever it
Monsters
Mythic Odysseys of Theros
Short or Long Rest). The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6
tactics and methods of ending conflicts as swiftly as possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed
Monsters
Acquisitions Incorporated
disappears if it takes any damage, after 1 hour, or when Jim uses this feature again.James Winifred Darkmagic III is the scion of a mysterious, multiplanar wizarding family. Jim's arcane pedigree has long
follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well
Monsters
Candlekeep Mysteries
charismatic bard who carries himself with a quiet confidence that doesn't hint at the full extent of his skills or powers. A scar cuts across his handsome face, curving from the top of his left
and eliminate agents of tyranny.
As long as Quill remains in Wisteria Vale, he is immune to all damage and automatically succeeds on all saving throws. This feature is suppressed if Quill wills it (no action required) or while he is within 15 feet of Renekor the beholder.
Monsters
Strixhaven: A Curriculum of Chaos
components and using Intelligence as the spellcasting ability:
1/day each: contact other plane (as an action, contacting a long-dead spirit), divination, move earth, wall of forceVelomachus can take 3
, Velomachus has grown tired of watching the same mistakes repeated continually. She hopes her college’s teachings will foster the skills to either predict future pitfalls by taking lessons from those
Monsters
Icewind Dale: Rime of the Frostmaiden
(Recharges after a Short or Long Rest). When the werebear takes damage, it reduces the damage taken by 10 (1d12 + 4);{"diceNotation":"1d12+4","rollType":"roll","rollAction":"Stone"}.Goliath legends speak of
mettle. Those who impress her with their fighting skills are bitten and become goliath werebears themselves—goliaths who carry Oyaminartok’s curse of lycanthropy. Contrary to myth
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words so as to leave his victims confused and believing he’s on their side. Through these skills
acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem
Monsters
Fizban's Treasury of Dragons
martial skills by regularly using a horn of Valhalla to summon berserker;berserker spirits to fight.
2
A young sapphire dragon has found a collection of long-forgotten clay golem;clay golems and is
Magic Items
The Book of Many Things
immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
Speak with Plants without using a spell slot; you must finish a long rest before you can cast it this way again. If you have spell slots of 3rd level or higher, you can cast this spell using them. Use
Duergar Mind Master
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Mind Mastery.
Mind-Poison Dagger. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Mind"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3
(as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Mind Mastery. The duergar targets one creature it can see within 60 feet of it. The target must
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Ranged weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills
and change one of those weapon choices.
When you reach certain Gunslinger levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Gunslinger Features table.
Equipment
Designed for big game, Hunting Rifles are slow but accurate, requiring bolt action operation between every shot.
This weapon has the following mastery property. To use this property, you must have
a feature that lets you use it.
Sighted. Attacking at long range with this weapon doesn’t impose Disadvantage on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.
Your training with weapons allows you to use the mastery properties of another Simple or Martial Ranged weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and
change one of your weapon choices.
When you reach certain Gunslinger levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Gunslinger Features table.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Longswords. Whenever you finish a Long
Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Longswords. Whenever you finish a Long
Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Longswords. Whenever you finish a Long
Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Longswords. Whenever you finish a Long
Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Longswords. Whenever you finish a Long
Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Longswords. Whenever you finish a Long
Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Longswords. Whenever you finish a Long
Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
Equipment
An instrument of ranged precision, the Sniper Rifle can take shots from distant, nearly invisible ranges.
This weapon has the following mastery property. To use this property, you must have a
feature that lets you use it.
Sighted. Attacking at long range with this weapon doesn’t impose Disadvantage on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.
Monsters
Mordenkainen's Fiendish Folio Volume 1
realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master.
Gruesome Collectors. Xills are horrid, four-armed creatures that seem to
plausible by scholars of the planes concerns the enigmatic wizard Keraptis. Supposedly, Keraptis long ago crafted a demiplane to serve as personal domain from which he could dispatch his servitors to
Feats
Player’s Handbook (2024)
with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice, provided you have proficiency with it. Whenever you finish a Long Rest, you can change the kind of weapon to another eligible kind.
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity Score by 1, to a maximum of 20.
Mastery Property. Your training
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Longswords. Whenever you finish a Long
Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
Your training with weapons allows you to use the mastery properties of another Simple or Martial Ranged weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and
change one of your weapon choices.
When you reach certain Gunslinger levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Gunslinger Features table.
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Ranged weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills
and change one of those weapon choices.
When you reach certain Gunslinger levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Gunslinger Features table.
Your training with weapons allows you to use the mastery properties of one kind of Simple or Martial Ranged weapons of your choice from The Gunslinger Class: Valda’s Spire of Secrets. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.






