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Returning 35 results for 'mdash speed with only about for for learn'.
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mdash spell with only about for for learn
Equipment
Rowboats have the following statistics:
AC 11 HP 50 Speed 1½ mph Damage Threshold — Crew 1 Passengers 3 Cargo (Tons) —
Equipment
Galleys have the following statistics:
AC 15 HP 500 Speed 4 mph Damage Threshold 20 Crew 80 Passengers — Cargo (Tons) 150
Equipment
Airships have the following statistics:
AC 13 HP 300 Speed 8 mph Damage Threshold — Crew 10 Passengers 20 Cargo (Tons) 1
Spells
Player’s Handbook
circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two
destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute
Spells
Player’s Handbook
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing—not
physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or
Species
Player’s Handbook
themselves on the Material Plane.
Dragonborn look like wingless, bipedal dragons— scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are
reminiscent of their draconic ancestors.
Dragonborn Traits
Creature Type: HumanoidSize: Medium (about 5–7 feet tall)Speed: 30 feet
Species
Player’s Handbook
conflicts that have ravaged giantkind for ages—and seek heights above those reached by their ancestors.
Goliath Traits
Creature Type: HumanoidSize: Medium (about 7–8 feet tall)Speed: 35 feet
Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the ability
Monsters
Monster Manual
. Response—Constitution Saving Throw: DC 14, each creature of the sahuagin’s choice in a 5-foot Emanation originating from the sahuagin. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType
Invisible condition, its Speed decreases by 10 feet, and all Fiends within 120 feet of the target can sense its location regardless of interposing obstacles.Acid, Cold
Species
Player’s Handbook
and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human
child—helps them pass through crowds unnoticed and slip through tight spaces.
Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied &ldquo
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
;
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Class Features
Favored Enemy
Prepared Spells
1
2
3
4
5
1
+2
Spellcasting, Favored Enemy, Weapon Mastery
2
2
2
Species
Player’s Handbook
Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for
subterranean horrors. Inspired by those tales, dwarves of any culture often sing of valorous deeds—especially of the little overcoming the mighty.
On some worlds in the multiverse, the first settlements
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
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
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
Classes
Player’s Handbook
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
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
Classes
Player’s Handbook
manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and
Arts, Unarmored Defense
1d6
—
—
2
+2
Monk’s Focus, Unarmored Movement, Uncanny Metabolism
1d6
2
+10 ft.
3
+2
Deflect Attacks, Monk Subclass
1d6
3
+10 ft.
4
Magic Items
Dungeon Master’s Guide
1d100 (13-Card Deck)
1d100 (22-Card Deck)
Card
—
01–05
Balance
—
06–10
Comet
—
11–14
Donjon
01–08
15–18
Euryale
—
19–23
Fates
09–16
24–27
Flames
—
28–31
Fool
—
32–36
Gem
17–24
37–41
Jester
25–32
42–46
Spells
Player’s Handbook
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
Monsters
Eberron: Forge of the Artificer
":"damage", "rollAction":"Shadow Knife", "rollDamageType":"Necrotic"} Necrotic damage, and the target’s Speed is reduced by 10 feet until the end of its next turn.
Spellcasting. The agent casts one
Phiarlan and House Thuranni, who are primarily elves, combine stealth and espionage with mastery of the performing arts—and dragonmarked heirs augment those skills with shadow magic. This stat block
Monsters
Eberron: Forge of the Artificer
dragonmarked heirs of House Vadalis, most of whom are human, are more fearsome than their innocuous-seeming house suggests—especially when accompanied by a Giant Boar, Polar Bear, or Rhinoceros .Spur
Beast. The heir targets a Beast it can see within 30 feet. The target can take a Reaction to move up to half its Speed and make one melee attack.
Monsters
Astarion's Book of Hungers
of its turns.
Hellfire Strike. The vampire moves up to half its Speed, and it makes one Hellfire Claw attack.
Infernal Majesty. Charisma Saving Throw: DC 17, each creature in a 20-foot Emanation
course it is.
—Astarion on Vampire Infernalists
Vampire Infernalist Lairs
Vampire infernalists lurk in gloomy libraries or ritual chambers, far from the sun’s light. The region
Monsters
Lorwyn: First Light
", "rollType":"damage", "rollAction":"Miasmic Globule", "rollDamageType":"Acid"} Acid damage, and the target’s Speed is reduced by 10 feet until the end of the incarnation’s next turn.
Spectral
—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the features of three or more creatures. In Lorwyn
Backgrounds
Forgotten Realms: Heroes of Faerûn
of other ruined places of power, hoping to learn more about the history and powers of mythals— or even restore a malfunctioning one.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to halt.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the
creature. If the attack hits, the target’s speed is reduced to 0 until the start of the ogre’s next turn.An ogre battering ram carries an enormous club that’s primarily used for bashing
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
manipulate planar energies to create wondrous effects.
Githzerai descend from an ancient people who were also the progenitors of the githyanki—all of whom were destroyed or transformed by mind
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.
Spider Climb. The steeder can
domesticate steeders, particularly duergar. Typically the females serve as steeds in battle, while the males are used as draft animals.
Steeders attempt to tear apart perceived threats—and consider even
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.
Spider Climb. The steeder can
domesticate steeders, particularly duergar. Typically the females serve as steeds in battle, while the males are used as draft animals.
Steeders attempt to tear apart perceived threats—and consider
Monsters
Mordenkainen Presents: Monsters of the Multiverse
runs low.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the ogre
—a weapon so large it’s essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of them learn to carry out specialized missions. The names they are given—the ogre battering ram;battering ram, the ogre bolt launcher;bolt launcher, the ogre chain brute;chain brute, and the
howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre’s strengths.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
their feet. Alternatively, the ogre can swing the chain in a crushing overhead smash.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to
carry out specialized missions. The names they are given—the ogre battering ram;battering ram, the ogre bolt launcher;bolt launcher, the chain brute, and the ogre howdah;howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre’s strengths.
Monsters
Quests from the Infinite Staircase
takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws.Multiattack. The froghemoth makes one Bite
speed. Each creature within 5 feet of the froghemoth when it lands must succeed on a DC 20 Strength saving throw or have the prone condition.Froghemoths are massive amphibious predators with starry
Monsters
Planescape: Adventures in the Multiverse
the possible outcomes of battles, using those portents to tilt the balance in their favor.
Githzerai
Githzerai descend from an ancient people who were also the progenitors of the githyanki—all
traverse the planes, crossing between them via the portals in Sigil and the Outlands. To learn more about other githzerai, see the Monster Manual.
Monsters
Strixhaven: A Curriculum of Chaos
fog and muck of the swamp, the students of Witherbloom College—first as apprentices and then as witherbloom pledgemage;pledgemages—study the cycle of life and death. Their magic is fueled
by what they call life essence: the ubiquitous energy that runs through living things.
Witherbloom students learn how to concoct magical potions and talismans, in addition to their spellcasting
Otiluke's Resilient Sphere
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
for the duration.Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is
creature’s speed. Similarly, the globe can be picked up and moved by other creatures.A disintegrate spell targeting the globe destroys it without harming anything inside it.
Backgrounds
Spelljammer: Adventures in Space
You were raised in the void of Wildspace—home to asteroid miners, moon farmers, and other hardy folk. Perhaps you grew up in a far-flung settlement such as the Rock of Bral, or you spent your
gravity isn’t present, the following rules apply:
Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed (either naturally or
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and
, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s






