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Returning 35 results for 'mechanical some with only are following for learn'.
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mechanics some with only are following for learn
Spells
Player’s Handbook
would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals
that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Spells
Player’s Handbook
settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.
Choose three of the following facts
; you learn those facts as they pertain to the spell’s area:
Locations of settlements
Locations of portals to other planes of existence
Location of one Challenge Rating 10+ creature (DM’s
Classes
Player’s Handbook
have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
Traits table.
Gain the Rogue’s level 1 features, which are listed in the Rogue Features table.
As a Multiclass Character
Gain the following traits from the Core Rogue Traits table: Hit Point
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
traits in the Core Ranger Traits table.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character
Gain the following traits from the Core
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
Character
Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
Gain the Paladin’s
Feats
Player’s Handbook
Origin Feat
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting
Feats
Player’s Handbook
Origin Feat
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Cleric spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this
Feats
Player’s Handbook
Origin Feat
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this
Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Minor Telekinesis
. 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
Feats
Player’s Handbook
Origin Feat
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Druid spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this
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
following traits from the Core Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields.
Gain the Cleric’s level 1 features, which are listed in the Cleric Features
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
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Sorcerer Class Features
As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.
Magic Items
Forgotten Realms: Adventures in Faerûn
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the
Magic Items
Forgotten Realms: Heroes of Faerûn
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the
Monsters
Forgotten Realms: Adventures in Faerûn
":"4d12+6", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. Manshoon casts one of the following spells, using Intelligence as the spellcasting
knowledge of an even older version of himself. One of Manshoon’s enemies, Halaster Blackcloak, removed Manshoon’s left arm at the elbow. Manshoon now uses a mechanical prosthetic arm
Feats
Forgotten Realms: Heroes of Faerûn
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Cantrip. You learn
the Ray of Frost cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The spell’s spellcasting ability is the ability increased by this feat.
Frostbite. Once per
Feats
Astarion's Book of Hungers
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Sacred Magic. You
learn the Light spell and can cast it without Material components. If you already know that cantrip, you learn a different Cleric cantrip of your choice. The spell’s spellcasting ability is the
Feats
Forgotten Realms: Heroes of Faerûn
Origin Feat
You gain the following benefits.
Magic Absorption. Once per turn, when you take damage from a spell or magical effect, you reduce the total damage taken by 1d4. You can’t use this
benefit if you have the Incapacitated condition.
Spellfire Flame. You learn the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you
Feats
Lorwyn: First Light
Origin Feat
You gain the following benefits.
Eyes of Eirdu. You and allies within 10 feet of you have Advantage on saving throws made to avoid or end the Blinded condition.
Faerie Fire. You learn
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
Find Traps
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it
would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Monsters
The Wild Beyond the Witchlight
up to 10 feet in any direction horizontally.
Spellcasting. Endelyn casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14
Coven. People come to her to learn about their futures, which she spells out through grotesque theatrical pageants. As payment, she snatches away a portion of each client’s free will, preventing
Monsters
Planescape: Adventures in the Multiverse
assume a different form until the end of its next turn. On a successful save, a creature takes half as much damage only.
Spellcasting. The nonaton casts one of the following spells, requiring no
have wormlike bodies studded with nine mechanical arms.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron
Monsters
Planescape: Adventures in the Multiverse
octon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):
At will: detect magic, dispel magic, mending (as an action
hierarchs, such as productivity reports to septon modron;septons and diagnostic data to decaton modron;decatons. Octons have eight mechanical tentacles which they use to manipulate objects and defend
Monsters
The Book of Many Things
", "rollAction":"Comet Strike", "rollDamageType":"force"} force damage.
Spellcasting. The initiate casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
At
roll, possibly causing the attack to miss.Once initiated into the Heralds of the Comet, members learn magical divination practices that give them glimpses into the future.
Monsters
Planescape: Adventures in the Multiverse
"} psychic damage.
Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):
At will: mage hand
(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
Monsters
Infernal Machine Rebuild
a jar's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect thoughts, mage hand, zone of truth
3/day
operate a new mechanical body. The brains share insights and knowledge with one another, and have typically been taken from creatures that desired to prolong their consciousness — or that were tasked
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Lightning Rays", "rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful save.
Spellcasting. The decaton casts one of the following
only), protection from evil and goodThe least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical bodies, and ten mechanical tentacles
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
see.
Clockwork horrors communicate with each other by means of clicks, whirs, and similar mechanical sounds that imitate the Thri-kreen language perfectly, leading some to speculate the first
clockwork horrors can learn this blinking light code, which is called Ziklight.
When another creature gets in its way, a clockwork horror attacks that creature with its razor-sharp mandibles and two
Magic Items
Eberron: Rising from the Last War
The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits:
When you make a Wisdom (Insight) check, you can roll a d4 and
13 + the number of days since the last contact occurred. On a success, you learn the creature’s type and can immediately use the goggles to cast locate creature to find that creature. This property can’t be used again until the next dawn.
Monsters
Quests from the Infinite Staircase
condition. On a successful save, the creature takes half as much damage only.
Spellcasting. The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11):
At
rule of mind flayer;mind flayers. The mind flayers’ psionic power eventually transformed these forsaken dwarves into Aberrations.
You can learn more about derro in Mordenkainen Presents: Monsters of the Multiverse.
Monsters
Planescape: Adventures in the Multiverse
. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The septon casts one of the following spells, requiring no
identified by their seven flexible limbs.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands
Monsters
Planescape: Adventures in the Multiverse
);{"diceNotation":"4d8+3", "rollType":"damage", "rollAction":"Psychic Bolt", "rollDamageType":"psychic"} psychic damage.
Spellcasting (Psionics). The githzerai casts one of the following spells
traverse the planes, crossing between them via the portals in Sigil and the Outlands. To learn more about other githzerai, see the Monster Manual.
Magic Items
Wayfinder's Guide to Eberron
of Finding. As long as this condition is met, you gain the following benefits.
You can add your Intuition die from the Hunter’s Intuition trait of the mark when you make Wisdom (Insight
occurred. If the check is successful, you learn the species of the creature and you can immediately use your Imprint Prey ability to target this creature.
Monsters
Keys from the Golden Vault
to function if Tockworth drops to 0 hit points. Any damage Tockworth takes is subtracted from the force field’s hit points first. Each time the force field regains hit points, the following
", "rollDamageType":"lightning"} lightning damage.
Spellcasting. Tockworth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability






