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Returning 35 results for 'might spirit with only also fire for least'.
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might spirit with only also fire for learn
Spells
Player’s Handbook
), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning
Magic Items
Dungeon Master’s Guide
Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.
Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action
.
Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.
Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the
Spells
Player’s Handbook
Proficiency Bonus)
Traits
Amorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.
Actions
Multiattack
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
Spells
Player’s Handbook
(Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.
Whispering Aura (Mind Flayer Only). At the start of each of the spirit’s turns, the spirit
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
Spells
Player’s Handbook
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cube;Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each
creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Monsters
Monster Manual
other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Rend. Melee Attack Roll: +13;{"diceNotation":"1d20+13
":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant damage.
Animal Spirit. The animal lord
Monsters
Monster Manual
animal lord has Advantage on saving throws against spells and other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit
":"Radiant"} Radiant damage.
Animal Spirit. The animal lord conjures an animal spirit that strikes at a creature and then disappears. Dexterity Saving Throw: DC 20, one creature the animal lord can see
Spells
Player’s Handbook
spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell’s level Fire damage. Success: Half damage.
Devil’s Sight (Devil Only). Magical
attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell’s level Fire damage.
Spells
Player’s Handbook
takes 1d10 Fire damage.
Stony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
spell’s level in the stat block.
Draconic Spirit
Large Dragon, Neutral
AC 14 + the spell’s level
HP 50 + 10 for each spell level above 5
Speed 30 ft., Fly 60 ft., Swim 30 ft
Monsters
Monster Manual
other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Rend. Melee Attack Roll: +13;{"diceNotation":"1d20+13
":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant damage.
Animal Spirit. The animal lord
Monsters
Monster Manual
Advantage on saving throws against spells and other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Rend. Melee Attack
damage.
Animal Spirit. The animal lord conjures an animal spirit that strikes at a creature and then disappears. Dexterity Saving Throw: DC 20, one creature the animal lord can see within 120 feet
Spells
Player’s Handbook
enemy’s reach.
Pack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit’s allies is within 5 feet of the creature and
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
Magic Items
Dungeon Master’s Guide
each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it
might say, “I want a piece of candy.” The doll’s phrases are lost when your Attunement to the doll ends.
Monsters
Monster Manual
Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally doesn’t have the
);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Fire
Monsters
Monster Manual
Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target’s spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. The
specter is under the wraith’s control. The wraith can have no more than seven specters under its control at a time.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Piercing, Slashing
Spells
Player’s Handbook
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast
question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Spells
Player’s Handbook
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw
. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once
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
attribute their unusual gift to one or more of their benevolent gods, including Yondalla, Brandobaris, and Charmalaine. The same gift might contribute to their robust life spans (about 150 years
Spells
Player’s Handbook
Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what
or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
Monsters
Monster Manual
Pack Tactics. The blight has Advantage on an attack roll against a creature if at least one of the blight’s allies is within 5 feet of the creature and the ally doesn’t have the
Incapacitated condition.
Claw. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Fire
Spells
Player’s Handbook
location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You
an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.
Fire Play. You light or snuff out a candle, a torch, or a campfire.
Spells
Player’s Handbook
damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.
6
Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the
violet layer.
Prismatic Layers
Order
Effects
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can’t pass
Magic Items
Dungeon Master’s Guide
to which you are also attuned, you gain the following benefits:
Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed
on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
Magic Items
Dungeon Master’s Guide
This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show Iggwilv the Witch Queen;Iggwilv on
an even number) or tails (on an odd number). The roll also determines the effect:
Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a
Monsters
Monster Manual
Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally doesn’t have the
(Cold)", "rollDamageType":"Cold"}, Fire;{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Chromatic Spittle (Fire)", "rollDamageType":"Fire"}, Lightning;{"diceNotation":"1d6+3", "rollType
Magic Items
Dungeon Master’s Guide
. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some measure of control over dragons.
Each orb contains the essence of
an evil dragon, a presence that resents any attempt to coax magic from it. Those who try to wield an orb’s magic but lack sufficient force of personality might find themselves under the orb&rsquo
Magic Items
Dungeon Master’s Guide
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A
table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem
Magic Items
Dungeon Master’s Guide
destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the
rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Monsters
Monster Manual
least 1 Hit Point.Multiattack. The slaad makes three Mutating Claw attacks.
Mutating Claw. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Mutating Claw"}, reach 10 ft
instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation.Acid, Cold, Fire, Lightning, Thunder
Spells
Player’s Handbook
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the
saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.
Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also
Monsters
Monster Manual
least 1 Hit Point.Multiattack. The slaad makes three Injecting Claw attacks.
Injecting Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Injecting Claw"}, reach 10
Disadvantage on D20 Tests. At the end of this time, the egg turns into a Slaad Tadpole, which chews out of the host and kills it.Acid, Cold, Fire, Lightning, Thunder
Spells
Player’s Handbook
that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a
successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Monsters
Monster Manual
least 1 Hit Point.Multiattack. The slaad makes two Chaos Claw attacks.
Chaos Claw. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Chaos Claw"}, reach 10 ft. Hit: 9
(self only), TonguesAcid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size
Monsters
Monster Manual
least 1 Hit Point.Multiattack. The slaad makes three Chaos Staff attacks.
Chaos Staff. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Chaos Staff"}, reach 10
Thoughts, Mage Hand1/Day Each: Fireball, Invisibility (self only)Acid, Cold, Fire, Lightning, ThunderShape-Shift. The slaad shape-shifting;shape-shifts into a Small or Medium Humanoid, or it returns to






