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Returning 35 results for 'mastery some with once arcane form for lessons'.
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mastery some with once arcane form for lesson
Classes
Player’s Handbook
Support Combat Skills with Arcane Magic
Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills
Classes
Player’s Handbook
weapon techniques, and a well-equipped Fighter always has the right tool at hand for any combat situation. Likewise, a Fighter is adept with every form of armor. Beyond that basic degree of familiarity
Proficiency Bonus
Class Features
Second Wind
Weapon Mastery
1
+2
Fighting Style, Second Wind, Weapon Mastery
2
3
2
+2
Action Surge (one use), Tactical Mind
2
3
3
+2
Classes
Player’s Handbook
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
Class Features
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Ritual Adept, Arcane Recovery
3
4
2
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Backgrounds
Forgotten Realms: Heroes of Faerûn
Set (same as above), Arcane Focus (Crystal or Wand), 2 Pouch;Pouches, Traveler's Clothes, 36 GP; or (B) 50 GP
You bear the gift of spellfire: a rare form of magic that channels the raw power of the
Monsters
Forgotten Realms: Adventures in Faerûn
dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Shapechange (Beast or Humanoid form
magic.
5
Netheril, an empire of arcane secrets.
6
Ostoria, the first kingdom of the giants.
Spirit Dragon Lairs
Spirit dragons haunt the ruined cities and buried monuments of ancient
Monsters
Forgotten Realms: Adventures in Faerûn
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
1/Day Each
empire of arcane secrets.
6
Ostoria, the first kingdom of the giants.
Spirit Dragon Lairs
Spirit dragons haunt the ruined cities and buried monuments of ancient empires.
The region
Monsters
Eberron: Rising from the Last War
Constitution saving throws to maintain concentration.Multiattack. Sul Khatesh makes four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +18;{"diceNotation":"1d20+18","rollType":"to hit
","rollAction":"Arcane Blast"} to hit, range 120 ft., one target. Hit: 15 (1d10 + 10);{"diceNotation":"1d10+10","rollType":"damage","rollAction":"Arcane Blast","rollDamageType":"force"} force damage.
Magic Staff
Monsters
Dragonlance: Shadow of the Dragon Queen
Toxic Mastery. Lohezet ignores a creature’s resistance to poison damage.Multiattack. Lohezet makes three Withering Blast attacks and uses Miasma if it’s available. He can replace one of
will: detect magic, light, prestidigitation
2/day each: dimension door, mage armor
1/day each: arcane eye, dominate person, wall of forceNoxious Rebuke (3/Day). When a creature within 60 feet of
Monsters
Bigby Presents: Glory of the Giants
Immutable Form. The colossus is immune to any spell or effect that would alter its form.
Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects
DC 22 Strength check. On a successful check, the affected creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Arcane Beam (Recharge 5–6
Monsters
Spelljammer: Adventures in Space
Firearms Knowledge. The giff’s mastery of its weapons enables it to ignore the loading property of any firearm.
Legendary Resistance (2/Day). If the giff fails a saving throw, it can choose to
join the ranks of the warlord’s army, which is mainly made up of mages who helm the ships of the fleet and provide magical firepower, sellswords of various species, and guns for hire in the form
Equipment
Combat
Utility
Whimsy
18
18
19
There are three cryptic alchemical tomes on Obojima that speak of the arcane energies of spirit vine and its uses. Only the most expert potion
unique is the blossom. At any given moment, there is only one blossom in existence. When it wilts or is harvested, another one will form on another vine in a random location.
Monsters
Curse of Strahd
than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Abbot's choice).
In a new form, the
Abbot retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and
Wizard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
meteors down from the sky, or open portals to other worlds.
Scholars of the Arcane
Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Arcane Recovery
3
2
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Marut
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Immutable Form. The marut is immune to any spell or effect that would alter its form.
Innate Spellcasting. The marut’s innate spellcasting ability is Intelligence (spell save DC 20). The marut
":"recharge","rollAction":"Blazing Edict"}. Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of
Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Aberrant Form", "rollDamageType":"psychic"} psychic damage.
Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying
Monsters
Waterdeep: Dungeon of the Mad Mage
+ 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Fused Form. As a bonus action, she can use her extra mouth and arms to cast any
cantrip she has prepared.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants
Dragonborn
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear
calling in life.
Proud Dragon Kin
Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the
Magic Items
Princes of the Apocalypse
Olhydra, the Princess of Evil Water.
You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage.
Water Mastery
part with anything that’s mine.” In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.
Magic Items
Princes of the Apocalypse
seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion — nothing seems to mark it. Ironfang contains a spark of Ogrémoch, the Prince of Evil Earth.
You gain a +2
bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage.
Earth Mastery. You gain the following benefits while you hold
Monsters
Waterdeep: Dungeon of the Mad Mage
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
restrictions (see “Alterations to Magic”).
Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3
Magic Items
Guildmasters’ Guide to Ravnica
, all assembled into a harness. The item weighs 8 pounds.
While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not
acid arrow
5
scorching ray
6
shatter
3rd-Level Spells
d6
Spell
1
fear
2
feign death
3
fireball
4
gaseous form
5
sleet storm
6
Monsters
Strixhaven: A Curriculum of Chaos
Lorehold apprentice;apprentices and then as pledgemages—study the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time.
Though
an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern.Chronal Break (1/Day). The pledgemage chooses a point within 30 feet of itself
Monsters
Strixhaven: A Curriculum of Chaos
arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time.
Though many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their
course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern.
Classes
Tasha’s Cauldron of Everything
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Aberrant Form", "rollDamageType":"psychic"} psychic damage.
Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying
Monsters
Eberron: Rising from the Last War
form of dragonshards.
Creating a Magewright
The magewright stat block provides the baseline statistics for a magewright. You then add to that baseline by choosing a specialty from the Magewright
, lesser restoration (1 hour).
Medicine (+4), herbalism kit
4
Lamplighter
Light. Ritual only: continual flame (1 hour).
Tinker's tools
5
Locksmith
Mending. Ritual only: arcane lock (1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Immutable Form. The marut is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the marut fails a saving throw, it can choose to succeed instead.
Magic
smaller.
Blazing Edict (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Blazing Edict"}. Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in
Monsters
Fizban's Treasury of Dragons
damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of
the greatwyrm’s choice it can see within 120 feet of it, dealing 12 (1d8 + 8);{"diceNotation":"1d8+8","rollType":"damage","rollAction":"Arcane Spear","rollDamageType":"force"} force damage to
Monsters
Strixhaven: A Curriculum of Chaos
resumes her true form. During this movement, she can move through creatures and objects as if they were difficult terrain. If she moves through a creature, it must succeed on a DC 23 Constitution saving
decay. Her mastery of this magic sustains her own life force even without the sustenance of food, drink, or even air.
She founded Witherbloom College to pass on her understanding of the natural cycle
Monsters
Fizban's Treasury of Dragons
damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the
greatwyrm’s choice it can see within 120 feet of it, dealing 12 (1d8 + 8);{"diceNotation":"1d8+8","rollType":"damage","rollAction":"Arcane Spear","rollDamageType":"force"} force damage to its
Monsters
Fizban's Treasury of Dragons
and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the
greatwyrm’s choice it can see within 120 feet of it, dealing 12 (1d8 + 8);{"diceNotation":"1d8+8","rollType":"damage","rollAction":"Arcane Spear","rollDamageType":"force"} force damage to its target
Monsters
Fizban's Treasury of Dragons
and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the
greatwyrm’s choice it can see within 120 feet of it, dealing 12 (1d8 + 8);{"diceNotation":"1d8+8","rollType":"damage","rollAction":"Arcane Spear","rollDamageType":"force"} force damage to its target
Monsters
Fizban's Treasury of Dragons
and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the
greatwyrm’s choice it can see within 120 feet of it, dealing 12 (1d8 + 8);{"diceNotation":"1d8+8","rollType":"damage","rollAction":"Arcane Spear","rollDamageType":"force"} force damage to its target
Monsters
Acquisitions Incorporated
the familiars of evil arcane casters, abandoned in the subterranean depths and left to grow to enormous size. Others claim these creatures were once normal crows transmuted by vile essence and viler
resembles a massive version of its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed
Classes
Tasha’s Cauldron of Everything
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are






