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Returning 35 results for 'measure some with only arcane for for land'.
Monsters
Quests from the Infinite Staircase
spellcasting ability (spell save DC 14):
At will: Thaumaturgy
2/day each: Command, Silence
1/day: Insect PlagueIn life, Nafik was the high priest of Amun Sa, the last pharaoh of the land of Bakar
starvation loomed over Nafik and his priests. In a desperate measure, Nafik wrought a haphazard ritual on himself and his fellow priests, transforming them and himself into Undead. Heartless and corrupted
Monsters
Mordenkainen Presents: Monsters of the Multiverse
pollutes the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon’s essence
Monsters
Fizban's Treasury of Dragons
psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws
rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
gravity reversal if he’s in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.
Baphomet casts mirage arcane, affecting a room within the lair
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ties), Baphomet can take one of the following lair actions; he can’t take the same lair action two rounds in a row:
Illusory Room. Baphomet casts mirage arcane, affecting a room within the lair
action to land on a ceiling to attack targets flying near it.
Seal the Way. Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone
Monsters
Fizban's Treasury of Dragons
of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn’t rely solely
with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons’ echoes across the worlds.
Young Amethyst Dragon Connections
Monsters
Fizban's Treasury of Dragons
fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy
connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons’ echoes across
Monsters
Fizban's Treasury of Dragons
psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how
and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the
Monsters
Fizban's Treasury of Dragons
-foot-diameter tunnel in its wake.
Warp Perception (1/Day). The dragon can cast mirage arcane, requiring no spell components and using Intelligence as the spellcasting ability.Multiattack. The dragon
, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their
Backgrounds
Sword Coast Adventurer's Guide
trinket
4
An article of clothing
5
A piece of jewelry
6
An arcane book or formulary
7
A written story, song, poem, or secret
8
A tattoo or other body marking
them again.
2
I worked the land, I love the land, and I will protect the land.
3
A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
to keep the knowledge fresh for new generations. When hobgoblins aren’t waging war, they farm, they build, and they practice both martial and arcane arts.
These trappings of civil society do
Maglubiyet, the greater god allows them to retain a measure of their influence over the hobgoblins because their philosophies are in line with his own.
Hobgoblins don’t build temples to their gods, lest
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Mournland A wall of dead-grey mist surrounds the remnants of Cyre. Beyond the mists lies a land twisted by magic, a wound that will not heal. The land is blasted and strangely transformed. In
. The Mournland is a vast open grave. In the Mournland, the wounds of war never heal, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Arcane effects
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true bards, though. A bard’s life is spent
wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Mournland Once, Cyre shone more brightly than any of its sibling nations in the kingdom of Galifar. It was the center of the kingdom’s wealth, a monument to its artistic and arcane achievements
Khorvaire. A wall of mist surrounds a land twisted into strange and terrible shapes. Cyre was once called the Jewel of Galifar. Now it is the Mournland.
compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
mighty magical wonders. When Netheril fell, Faerûn’s fabric shuddered. A huge swath of land shriveled into the Anauroch desert. Yet echoes of ancient Netheril persist. Flying cities’ ruins dot Anauroch
are vast and terrifying, from arcane squalls running amok to violent villains who siphon Netheril’s magic. The rewards for adventuring in Netheril are as fantastical as the magical empire itself.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their gods, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of
well as the Hosttower of the Arcane (headquarters of the Arcane Brotherhood, which is described in appendix C). Neverwinter, the City of Skilled Hands, is slowly being rebuilt after it was nearly
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Land and Circle of the Moon in equal measure. The Moonshea Circles The Ffolk of the Moonshea Isles venerate the land as the great goddess they call the Earthmother. Their circles gather around sacred
even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, wood elves, and the fey creatures of the land
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. Elements and Environments If your spells or class features draw on elemental forces or the magic of the land, you might use a connection to giants to tap into that power. A druid belonging to the Circle
of the Land might feel a connection to the giants who inhabit that land. A monk who follows the Way of the Four Elements might seek to emulate Annam, the All-Father, to shape and channel the forces of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, shape-shift, and control the elements. Then join the Circle of the Land to draw on the magic of the environment. Fighter. Master all weapons and armor. Then embody the Champion to strive for peak combat
sinister powers. Wizard. Study arcane magic and master spells for every purpose. Then embody the Evoker to create explosive effects.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
foes.
Druid. Channel nature magic to heal, shape-shift, and control the elements. Then join the Circle of the...
Land to draw on the magic of the environment.
Moon to adopt powerful animal
while avoiding harm through stealth. Then embody the...
Arcane Trickster to enhance stealth with spells.
Assassin to deliver ambushes and poison.
Soulknife to strike foes with psi blades.
Thief
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
wealth that can flow back to Thay. The power the Red Wizards hold in Thay gives them a measure of diplomatic legitimacy in the lands of the Sword Coast and the North, but their presence is rarely welcome
teleport nearby with attack spells already in the midst of being cast. MAGE SIGILS
Wizards and many other arcane spellcasters develop a signature rune, which they use to identify their belongings, sign as
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to dwelling in the libraries inside his iron palace. He employs a network of spies and informants to watch over anyone that might threaten him, a measure of his deep paranoia. Dispater has created an
knowledge, or it could be the identity of a petitioner’s secret admirer. Dispater and his minions know that the perceived value of a secret is a highly subjective matter. A farmer has no use for an arcane
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
elements. Then join the Circle of the...
Land to draw on the magic of the environment.
Moon to adopt powerful animal forms.
Sea to channel tides and storms.
Stars to gain powers in a starry form
foes that lurk in darkness.
Hunter to protect nature with martial versatility.
Rogue. Launch deadly Sneak Attacks while avoiding harm through stealth. Then embody the...
Arcane Trickster to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tavick’s Landing Everyone who comes to Sharn, whether by land or air, passes through Tavick’s Landing. The quarter took on a martial aspect during the Last War, and the tense atmosphere can still be
Tavick’s Landing The Guild of Starlight and Shadows The guildhall of one of Sharn’s most prestigious arcane orders. A reliable source for arcane spellcasting services. Deathsgate, Middle Tavick’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
cruelty. Despoilers. A wastrilith contaminates the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a
measure of the demon’s essence, responds to its commands — perhaps hardening to prevent foes from escaping, or erupting in a surge that drags would-be victims into its reach. Silent Corrupters. Creatures
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the room, although he likes to use this action to land on a ceiling to attack targets flying near it. Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
think the comet might have something to do with that, and I bet you could find it easily enough, even in this weather.” (See “Id Ascendant”)
11–12 “Frost giants ruled this land long ago. Their
of Netheril”)
17 “If you’re looking for something hidden in Icewind Dale, the people you should talk to are the Reghed nomads. They know every inch of this land and all its secrets. The tricky
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
cruelty. A wastrilith pollutes the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature flying from one floor to land on another must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone upon landing. Ranged Attacks. Due to the weird gravity, creatures have disadvantage on
following: The sepulcher walls hum with arcane power. On stone shelves are leather cases, amulets, daggers, scroll tubes, unholy symbols, and other ornate objects. These are the phylacteries of Szass
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
an original design created by the Heuristic Arcane Research and Development department of Acquisitions Incorporated. But the wizards of Halruaa developed similar skyships in ages past, and the Cult of
below. In the center of the deck, directly below the balloon, sits a large magic furnace, whose formidable lifting power is rumored to involve trapped elementals. The airship’s captain controls the arcane
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Adventures in Hazlan While Hazlan’s magic-using elite test the boundaries of arcane possibility, the domain around them crumbles. The result is a realm where supernatural disasters wrack the land and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Faerûn The vast central continent of Toril, Faerûn is a land mass divided by a great sea known as the Inner Sea, or the Sea of Fallen Stars. The lands beyond the North can be roughly divided into
arcane magic is illegal in Amn, meaning that the only authorized spellcasters in the nation are wielders of divine magic who enjoy the support and patronage of a temple, and users of arcane magic who
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions. Fire Giant
Huge giant
armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind.






