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Returning 35 results for 'mixture swift with only are from for level'.
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moisture swim with only are from for level
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moisture shift with only are from for level
Monsters
Guildmasters’ Guide to Ravnica
16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The
biomancer has the following wizard spells prepared:
Cantrips (at will): acid splash, light, mending, poison spray, shocking grasp
1st level (4 slots): detect magic, grease, shield
2nd level (3 slots
Monsters
Princes of the Apocalypse
(3 slots): crown of madness, misty step
3rd level (3 slots): animate dead, vampiric touch
Swift Animation (Recharges after a Long Rest). When a living Medium or Small humanoid within 30 feet of
Grim Harvest. Once per turn when Oreioth kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell’s level.
Spellcasting. Oreioth is a 6th
Monsters
Mordenkainen Presents: Monsters of the Multiverse
feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Graz’zt makes a Charisma check against a DC of 10 + the spell’s
level. On a success, the spell fails and has no effect.Graz’zt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
;flaming sphere
3rd
fear, haste
4th
confusion, wall of fire
5th
dominate person
Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th Level Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Ranger Spells 1st Level Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns
Hunter’s Mark
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Swift Quiver Level 5 Transmutation (Ranger) Casting Time: Bonus Action
Range: Self
Components: V, S, M (a Quiver worth 1+ GP)
Duration: Concentration, up to 1 minute
When you cast the spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Swift Quiver 5th-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S, M (a quiver containing at least one piece of ammunition) Duration: Concentration, up to 1 minute You
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Move Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand) Duration
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Move Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand) Duration
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranger Spell List This section presents the Ranger spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift
folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath. Tempest Domain Spells Cleric Level
Spells
1st
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters. Fortunately, they won’t have to fight it alone. From the moment it leaves the fortress, the chardalyn dragon begins to carry out Xardorok’s plan to level Ten-Towns one settlement after another. The
characters can intervene by successfully predicting where the dragon will strike next and confronting it. The “Return to Ten-Towns” section provides characters with a much-needed ally and a swift
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by the foulness it beheld, Fazrian sought to cleanse the Terminus Level of corruption, but the magic suffusing Halaster’s abominations corrupted the planetar’s divine zeal. The more horrors it
destroyed, the more joy Fazrian took in their slaughter. Fazrian’s fall from grace was swift, culminating in the murder of the cleric and her companions. The planetar now passes judgment on all who stand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Architecture Undermountain is made up of a mixture of smooth, worked stone and rough-hewn stone, with the occasional intruding natural tunnel or cavern. A few levels have exceptional architectural
features; for example, level 16, the Crystal Labyrinth, has walls, floors, and ceilings made of crystal. Ceilings It’s helpful to know the height of a ceiling, particularly if creatures in the area can
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Magical Tinkering At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker’s tools or other artisan’s tools in hand. You then touch a
effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Magical Tinkering 1st-level artificer feature You’ve learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You
static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Magical Tinkering At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny
effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Ravenloft without first increasing their power will likely die. You can award experience points for the defeat of foes, use milestone awards, or a mixture of both. Given the fact that much of the
Artifacts. The characters gain a level when they obtain the Tome of Strahd, the Sunsword, or the Holy Symbol of Ravenkind. Defeating Villains. The characters gain a level when they defeat the featured
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.
Casting Time Most
spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.
Bonus Action A spell cast with a bonus action is especially swift. You must use a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Strike Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the
or die fighting. Samurai Features Fighter Level Feature 3rd Bonus Proficiency, Fighting Spirit (5 temp. hp) 7th Elegant Courtier 10th Tireless Spirit, Fighting Spirit (10 temp. hp) 15th Rapid
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy. Those who follow the Way of Mercy might be members of a religious order, administering to the
walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. Implements of Mercy 3rd-level Way
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Control Water Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Control Water Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
you choose a totem animal at 3rd level. As with the spirits in the Player’s Handbook, the options here require a physical object incorporating some part of the totem beast, and you might acquire minor
and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift. Tiger. While raging, you can add 10 feet to your long jump distance and 3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
adorn the walls, and mud and dirt have accumulated on the floor. O2. Ground Level Stone spiral stairs curl up into the tower and down into the cellar. Set into the west wall is a fireplace blackened
with soot. A burned heap that used to be a padded leather chair lies near the fireplace. O3. Upper Level This room, formerly a wizard’s laboratory, contains the following features: A soot-stained
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
too big. Goodbye!
College of Glamour Features Bard Level Feature 3rd Mantle of Inspiration, Enthralling Performance 6th Mantle of Majesty 14th Unbreakable Majesty Mantle of Inspiration When you
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
family’s heels and fan out around the woman, who looks determined to delay the creatures for as long as possible. The woman is Linan Swift, and her husband is Cuth. Linan is a commoner but with 8 hit
. Alternatively, if you are using the milestone experience rule, the characters reach 2nd level once they arrive at the keep.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
following information, which is a mixture of truth and lies: The ooze that spills from the orb and fills these caverns comes from a place called the Swamp of Oblivion (true). Halaster captured a
objects can pass through the orb, which is made of the same ooze found throughout this level of the dungeon. Any creature that enters the orb is restrained by it. A creature restrained by the orb can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
immediately obvious, reveal them only when they become evident.
Potion Miscibility d100 Result 01 The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force
damage to each creature within 5 feet of the mixer. 02–08 The mixture becomes an ingested poison of the DM’s choice. 09–15 Both potions lose their effects. 16–25 One potion loses its effect. 26–35 Both
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
these interlopers what the power of the Immortal Lotus looks like!”
In one swift motion, as her students rush forward to attack, she assumes a powerful stance, hands outstretched like the claws of an
saving throw or gain 1 level of exhaustion.
Heal Self (Recharges after a Long Rest). Jade Tigress regains 2d8 + 2 hit points, and all levels of exhaustion end on her.
Bonus Actions
Nimble
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
family’s heels and fan out around the woman, who looks determined to delay the creatures for as long as possible.
The woman is Linan Swift, and her husband is Cuth. Linan is a commoner but with 8
keep, characters earn a bonus of 50 XP per nonplayer character (NPC) brought alive into the keep. Divide this bonus equally among the party members. Alternatively, if you are using the milestone experience rule, the characters reach 2nd level once they arrive at the keep.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are
. The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Natural Cavern House Auvryndar keeps a large force stationed here in case the forces of House Freth launch an attack from level 11. This cavern provides most of the food that sustains House
pours in from the south, feeding a swift river that winds northwest for several hundred yards before plunging into the Underdark. The river is 5 feet deep but deepens to 10 feet as it exits the cavern
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Common
10 pp
Uncommon
50 pp
Rare
500 pp
Very rare
5,000 pp
Obaya is also interested in buying spellbooks for Wakanga O’tamu. She prices a spellbook based on the highest-level
spell contained in it: 5 pp for 1st level, 25 pp for 2nd or 3rd level, 100 pp for 4th or 5th level, 250 pp for 6th or 7th level, and 500 pp for 8th or 9th level. Once she has paid for 7,500 pp worth of






