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Returning 35 results for 'monks spells with only arise from for lore'.
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Magic Items
Dungeon Master’s Guide
book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.
The Book of Vile Darkness
Vile Darkness has the following random properties:
3 minor beneficial properties
1 major beneficial property
3 minor detrimental properties
2 major detrimental properties
Spells. While
Monsters
Monster Manual
condition until the start of the sphinx’s next turn.
Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability
(spell save DC 16):
At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, TonguesLegendary Action
Classes
Player’s Handbook
Plumb the Depths of Magical Knowledge
Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college’s
members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Classes
Player’s Handbook
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where
Magic Items
Dungeon Master’s Guide
it longs to be more than mere reference material.
Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Classes
Player’s Handbook
, including performing music, working magic, and making jests.
A Bard’s life is spent traveling, gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Bardic Inspiration, Spellcasting
D6
2
4
2
—
—
—
—
—
—
—
—
2
+2
Expertise
Monsters
Forgotten Realms: Adventures in Faerûn
following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Speak with Dead, Thaumaturgy
1/Day Each: Animate Dead, Circle of DeathCultists of Myrkul dominate the dead
sinister manipulators who hoard necromantic lore and gather in cults to share their gruesome secrets. Such secrets often require unsavory experimentation, which these heartless cultists relish
Monsters
Netheril’s Fall
Magic Resistance. The eddy has Advantage on saving throws against spells and other magical effects.Multiattack. The eddy makes two attacks, using Searing Swipe or Arcane Bolt in any combination
and lightning. Eldritch eddies typically arise where magic use is heavy and irresponsible, such as near a fanatical mage’s sanctum, a workshop that churns out magic items, or a library where
Feats
Eberron: Forge of the Artificer
.
Magical Detection. You always have the Detect Magic and Detect Poison and Disease spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when
you finish a Long Rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose
Monsters
Forgotten Realms: Adventures in Faerûn
the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15, +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
shrines to the Dead Three and her research about lore or
Artifacts related to those gods. Only Karas’s most trusted confidantes know her hideout’s location.
Karas extends her connection to the
Monsters
Forgotten Realms: Adventures in Faerûn
Resistance. Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem. If Sammaster is reduced to 0 Hit Points while his magical soul gem exists, his lich form dissolves
following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21):
At Will: Cone of Cold, Detect Magic, Dispel Magic, Invisibility, Mage Hand
Monsters
Forgotten Realms: Adventures in Faerûn
Resistance. Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem. Sammaster has a magical soul gem as his dracolich heart. The gem can’t be damaged or removed
. Sammaster casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21, +13;{"diceNotation":"1d20+13", "rollType":"to hit
Monsters
Forgotten Realms: Adventures in Faerûn
.
Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 22):
At Will: Detect Magic, Shapechange
: Legend Lore (as an action), Sequester
Time-Warping Breath. Wisdom Saving Throw: DC 22, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target’s Speed
Monsters
Forgotten Realms: Adventures in Faerûn
dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Shapechange (Beast or Humanoid form
only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave
1/Day: Legend Lore (as an action)
Time-Warping Breath
Monsters
Astarion's Book of Hungers
this damage and then buried rises the following sunset as a Vampire Spawn under the vampire’s control.
Spellcasting. The vampire casts one of the following spells, using Intelligence as the
can’t spend Hit Point Dice at the end of the rest and doesn’t regain Hit Points, Hit Point Dice, or spell slots at the end of the rest.
Tenacious Lore. Within 1 mile of the lair, flame
Book
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.
Classes
Player’s Handbook (2014)
Spells
3rd
augury, command, identify, suggestion
5th
nondetection, speak with dead
7th
arcane eye, confusion
9th
legend lore, scrying
tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature
can’t use this property again until the next dawn.
Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil
Monsters
Candlekeep Mysteries
"} lightning damage on a failed save, or half as much damage on a successful one.
Spellcasting. The sage casts one of the following spells, using Intelligence as the spellcasting ability (save DC 14, +6
, dispel magic, identify, levitate, locate object, Tenser's Floating Disk, unseen servant
1/day each: banishment, contact other plane, Drawmij's instant summons, legend lore, locate creature, planar
Monsters
Baldur’s Gate: Descent into Avernus
the following wizard spells prepared:
Cantrips (at will): mage hand, message, prestidigitation
1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see “Actions
master the necromantic arts.
Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten
Monsters
Candlekeep Mysteries
until the start of its next turn.
Spellcasting. The sage casts one of the following spells, using Intelligence as the spellcasting ability (save DC 14, +6;{"diceNotation":"1d20+6","rollType":"spell
resident lore experts are master sage;master sages and sages who dedicate themselves to scholarship above all.
Magic Items
Keys from the Golden Vault
the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature
property again until the next dawn.
Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about
Monsters
Strixhaven: A Curriculum of Chaos
Magic Resistance. The archivist has advantage on saving throws against spells and other magical effects.Multiattack. The archivist makes two Grasping Limb attacks.
Grasping Limb. Melee Weapon Attack
archivist casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:
At will: dancing lights, prestidigitation
2/day: silenceProgrammed with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The collector has advantage on saving throws against spells and other magical effects.
Unusual Nature. The collector doesn’t require air, food, drink, or sleep.Multiattack
enslaved spirits of those it has slain; 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Specters"} specter;specters (without Sunlight Sensitivity; see the Monster Manual) arise in unoccupied
Monsters
Baldur’s Gate: Descent into Avernus
ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following wizard spells prepared
","rollAction":"Scorching Ray","rollDamageType":"fire"} fire damage per ray.Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Spellcasting. The nagpa casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At will: detect magic, mage hand, message, minor illusion
2/day each: fireball
helped avert a war between the gods. She transformed them into the scabrous, birdlike creatures known as nagpas and rendered them able to acquire new lore and magical power only from the ruins of
Knowledge Domain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
Spells
1st
command, identify
3rd
augury, suggestion
5th
nondetection, speak with dead
7th
arcane eye, confusion
9th
legend lore, scrying
tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods
Monsters
Fizban's Treasury of Dragons
casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:
At will: dancing lights, guidanceShimmering with radiant energy and brimming with
, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Magic Resistance. The cadaver collector has advantage on saving throws against spells and other magical effects.
Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver
collector calls up the enslaved spirits of those it has slain; 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Summon Specters"} specter;specters (without Sunlight Sensitivity) arise in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision.
Magic Resistance. The abishai has advantage on saving throws against spells and other magical
following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At will: disguise self, mage hand, minor illusion
2/day each: charm person, dispel magic, greater invisibility
Monsters
Mythic Odysseys of Theros
giant’s Aura of Erebos for 24 hours.
Magic Resistance. The giant has advantage on saving throws against spells and other magical effects.Multiattack. The giant makes two slam attacks.
Slam. Melee
wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that infect a whole city or region. If enough mortals dread destruction for long enough, their
Monsters
Mythic Odysseys of Theros
":"psychic"} psychic damage.
Innate Spellcasting. The shepherd’s spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
1/day
each: confusion, dispel magic, hold person, suggestion
Magic Resistance. The shepherd has advantage on saving throws against spells and other magical effects.Multiattack. The shepherd makes two
Monsters
Lost Laboratory of Kwalish
(spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the
following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object
Magic Items
Fizban's Treasury of Dragons
-Touched Focus (Slumbering);Slumbering (Uncommon). You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
Dragon-Touched Focus
Stirring properties, and while you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can’t be used to cast that spell again
Monsters
Eberron: Rising from the Last War
3/day each: dream, hypnotic pattern, sleep (9d8);{"diceNotation":"9d8","rollType":"roll"}
1/day each: legend lore, scrying
Magic Resistance. The hag has advantage on saving throws against spells and
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: detect magic, disguise self






