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Returning 35 results for 'minus some with only all far for level'.
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Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction
(level 3 version) 1/Day: GeasLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction
Spike (level 5 version) 1/Day Each: Geas, Modify MemoryLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following
Magic Items
Dungeon Master’s Guide
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of
stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring
Spells
Player’s Handbook
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
level for the spell’s level in the stat block.
Otherworldly Steed
Large Celestial, Fey, or Fiend (Your Choice), Neutral
AC 10 + 1 per spell level
HP 5 + 10 per spell level (the steed has a
Spells
Player’s Handbook
immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Spells
Player’s Handbook
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
’s level
HP 30 + 10 for each spell level above 4
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
Mod
Save
STR
17
+3
+3
DEX
13
+1
+1
CON
Spells
Player’s Handbook
any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot
level above 5.
Animated Object
Huge or Smaller Construct, Unaligned
AC 15
HP 10 (Medium or smaller), 20 (Large), 40 (Huge)
Speed 30 ft.
Mod
Save
STR
16
+3
Spells
Player’s Handbook
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
damage from otherworldly tentacles.
Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.
Spells
Player’s Handbook
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
for the spell’s level in the stat block.
Bestial Spirit
Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
Spells
Player’s Handbook
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
spell’s level in the stat block.
Undead Spirit
Medium Undead, Neutral
AC 11 + the spell’s level
HP 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3
Spells
Player’s Handbook
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
.
Aberrant Spirit
Medium Aberration, Neutral
AC 11 + the spell’s level
HP 40 + 10 for each spell level above 4
Speed 30 ft.; Fly 30 ft. (hover; Beholderkin only)
Spells
Player’s Handbook
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
slot’s level for the spell’s level in the stat block.
Construct Spirit
Medium Construct, Neutral
AC 13 + the spell’s level
HP 40 + 15 for each spell level above 4
Speed 30 ft
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
Classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
; 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
Feats
Astarion's Book of Hungers
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Far Lobber. When you use the Attack action to
Monsters
Astarion's Book of Hungers
"} Piercing damage plus 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Necrotic"} Necrotic damage and the creature loses its highest-level available spell slot
spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation
2/Day: Scrying
1/Day: Wall of FireLegendary
Monsters
Lost Laboratory of Kwalish
spells:
Cantrips (at will): chill touch, eldritch blast, mage hand
1st−3rd level (2 3rd-level slots): darkness, hex, hypnotic pattern, misty step, phantasmal force, unseen servantQuarterstaff
saving throws against being charmed, and magic can’t put her to sleep.
Spellcasting. Mary is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 12, +4;{"diceNotation
Monsters
Waterdeep: Dragon Heist
has advantage on saving throws against spells and other magical effects.
Spellcasting. Laeral is a 19th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 21, +13
, prestidigitation, ray of frost1st level (at will): detect magic, disguise self, magic missile, shield2nd level (at will): detect thoughts, invisibility, misty step3rd level (3 slots): counterspell, fly
Dissonant Whispers
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Spells
Player’s Handbook (2014)
psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire
this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Monsters
Keys from the Golden Vault
the shard solitaire (diamond);shard solitaire necklace. (The shard solitaire is currently attuned to the Far Realm entity trapped inside.)
If the simulacrum drops to 0 hit points, it turns to snow
and melts away, and the shard solitaire necklace teleports to the safe in Zorhanna’s vault tower.
Spellcasting. The simulacrum is an 18th-level spellcaster. Its spellcasting ability is
Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weaponMultiattack. The fanatic makes two melee attacks.
Dagger. Melee or
Monsters
Waterdeep: Dungeon of the Mad Mage
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
restrictions (see “Alterations to Magic”).
Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3
Monsters
Curse of Strahd
Spellcasting. The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit
with spell attacks). The witch has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): ray of sickness, sleep, Tasha's hideous
Monsters
Tales from the Yawning Portal
Gnome Cunning. Erky has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting. Erky is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save
flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Channel Divinity: Turn Undead. As an action, Erky may present his holy symbol and speak a prayer censuring the undead. Each undead
Monsters
Eberron: Rising from the Last War
is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks
). Illmarrow has the following wizard spells prepared:
Cantrips (at will): chill touch (see “Actions” below), fire bolt, mage hand, prestidigitation, ray of frost
1st level (4 slots): magic
Staff of Power
Legacy
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Magic Items
Basic Rules (2014)
save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt
(5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or
Ioun Stone
Legacy
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Magic Items
Basic Rules (2014)
levels worth of spells at a time. When found, it contains 1d4−1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as
). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has
Staff of the Magi
Legacy
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Magic Items
Basic Rules (2014)
magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff
spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges
Monsters
Fizban's Treasury of Dragons
dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far
contemplating the beauty and wonders of the multiverse.
2
I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise.
3
What
Monsters
Acquisitions Incorporated
beast form, Walnut can use a bonus action to expend one spell slot and regain 1d8;{"diceNotation":"1d8","rollType":"roll"} hit points per level of the spell slot expended.
Spellcasting. Walnut is a 7th
-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following
Classes
Xanathar's Guide to Everything
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the
the world.
Scout Features
Rogue Level
Feature
3rd
Skirmisher, Survivalist
9th
Superior Mobility
13th
Ambush Master
17th
Sudden Strike
Juiblex
Legacy
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Monsters
Out of the Abyss
attacks). Juiblex can innately cast the following spells, requiring no material components:
At will: acid splash (17th level), detect magic
3/day each: blight, contagion, gaseous form
Legendary
damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes
Monsters
Keys from the Golden Vault
spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Charmayne makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and
has no effect. Whatever the spell’s level, the caster takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Fiery Counterspell", "rollDamageType":"fire"} fire damage if the
Monsters
Fizban's Treasury of Dragons
wisdom to accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making
them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumph;flumphs. These Aberrations, which oppose the depredations of
Summon Beast
Legacy
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Spells
Tasha’s Cauldron of Everything
spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
Bestial Spirit
Small beast
Armor Class 11 + the level of the spell (natural
armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)
STR
18






