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Returning 35 results for 'might spirit with only are folk for long'.
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might spirit with only are foot for long
might spirit with only are form for long
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.
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
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons
Spells
Player’s Handbook
This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might
be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells.
If you cast the spell more than once before
Spells
Player’s Handbook
question.
Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In
a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.
If you cast the spell more than once before
Spells
Player’s Handbook
as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Magic Items
Dungeon Master’s Guide
While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks
might say, “I want a piece of candy.” The doll’s phrases are lost when your Attunement to the doll ends.
Equipment
The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are
one. A Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or challenge the bearer
Magic Items
Dungeon Master’s Guide
Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
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
the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
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.
Spells
Player’s Handbook
kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies
. In combat, it takes its turns immediately after yours, and it obeys your commands.
If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending
Spells
Player’s Handbook
the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a
result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book
Monsters
Waterdeep: Dragon Heist
): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit
long rest); each creature in the line must make a DC 11 Dexterity saving throw, taking 2d6;{"diceNotation":"2d6","rollType":"damage","rollAction":"Dragonborn","rollDamageType":"lightning"} lightning
Monsters
Waterdeep: Dragon Heist
): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Reach to the Wave. At will, Avi can control the flow and shape of water in a 5-foot cube, or cause the water to
);{"diceNotation":"1d6","rollType":"damage","rollAction":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage.Priests bring the teachings of their gods to the common folk. They are the spiritual leaders
Monsters
The Wild Beyond the Witchlight
Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType
with these weapons. In addition, they can attack a target as far away as their weapons’ maximum range without needing to apply the usual penalty for attacking at long range. After a sniper makes
Monsters
The Wild Beyond the Witchlight
.
Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Club. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType
best way to deal with harengon brigands is to outnumber them or give them a good kicking. They flee quickly when the tables are turned against them.
Harengons
Harengons are rabbit-folk native to the
Magic Items
Keys from the Golden Vault
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
Monsters
Storm King's Thunder
Amphibious. Serissa can breathe air and water.
Equipment. As long as she has the Korolnor Scepter in her possession, she can activate the powers of the Wyrmskull Throne.Multiattack. Serissa makes
thrust into power. Unable to find her father and fearing that he might be dead, Serissa can imagine her political influence evaporating quickly. Several giant lords previously under her father’s
Monsters
Bigby Presents: Glory of the Giants
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Legendary Resistance (3/Day). If the spirit fails a saving throw, it can choose to succeed
Monsters
Strixhaven: A Curriculum of Chaos
components and using Intelligence as the spellcasting ability:
1/day each: contact other plane (as an action, contacting a long-dead spirit), divination, move earth, wall of forceVelomachus can take 3
Actions). Velomachus magically summons 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Repeating History"} spirit statue mascot;spirit statue mascots in unoccupied spaces she can see within 60
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
spiders, steeders prowl the depths of the Underdark. Female steeders grow larger and stronger than male steeder;males, and the female often devours the male after breeding. Numerous Underdark folk
Monsters
Acquisitions Incorporated
): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit
feature of the village of Red Larch since before there was a Red Larch.
Prophetess spent long years haunted by the fate of her daughter, Auspicia. She never fully believed Omin's stories about the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. They also settle down temporarily whenever it
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body
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
, steeders prowl the depths of the Underdark. Female steeder;Female steeders grow larger and stronger than males, and the female often devours the male after breeding. Numerous Underdark folk
Monsters
Mordenkainen Presents: Monsters of the Multiverse
turns, ending the effect on itself on a success.A kraken can seem godlike to folk who have faced its fury. Those who mistake its might for divine power and those who seek to appease the monster through
Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken
Monsters
Ghosts of Saltmarsh
bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly
under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
Monsters
Spelljammer: Adventures in Space
plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who
between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales
Monsters
Spelljammer: Adventures in Space
, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are
between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales
Monsters
Storm King's Thunder
to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be
Monsters
Strixhaven: A Curriculum of Chaos
Voice from the Past (1/Day). The professor can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.Multiattack. The professor makes two
College draw their magical might from the flow of time and fate and the way those forces shape the 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.
Monsters
Strixhaven: A Curriculum of Chaos
Voice from the Past (1/Day). The professor can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.Multiattack. The professor makes two
magic.
Lorehold Scholars
The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);deep gnomes (all three appear in the Monster Manual), but they might also transport other Small folk.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Filament.A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filaments, much like the strands of a spider;spider's webbing
, which the creature uses to snag prey.
A cave fisher usually hunts small animals and is particularly fond of bat;bats, so it stretches a filament over an opening that such prey might travel through. It
Monsters
Fizban's Treasury of Dragons
their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at
least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons&rsquo






