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Returning 35 results for 'much skilled with only all find for long'.
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much skill with only all fire for long
much skill with only all find for long
much skills with only all find for long
Monsters
Monster Manual
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
finish a Long Rest before using this trait to cast that spell again.
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with
Spells
Player’s Handbook
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on
a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Monsters
Monster Manual
spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning
Magic Items
Dungeon Master’s Guide
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.
Number of Spheres
Lightning Damage
1
4d12
2
5d4
3
2d6
Magic Items
Dungeon Master’s Guide
take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw
, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one.
Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet
Spells
Player’s Handbook
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded
condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Spells
Player’s Handbook
, its Hit Point maximum is half as much, and it can’t cast this spell.
The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The
simulacrum can’t gain levels, and it can’t take Short or Long Rests.
If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during
Spells
Player’s Handbook
You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or
Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.
Magic Items
Dungeon Master’s Guide
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31–40
A
Spells
Player’s Handbook
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10
Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a
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
Backgrounds
Player’s Handbook
B: (A) Musical Instrument (same as above), 2 Costumes, Mirror, Perfume, Traveler's Clothes, 11 GP; or (B) 50 GP
You spent much of your youth following roving fairs and carnivals, performing odd jobs
for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to play a lute in a distinct style, or how to recite poetry with impeccable diction. To this day, you thrive on applause and long for the stage.
Spells
Player’s Handbook
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much
Spells
Player’s Handbook
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall
appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.
At the start of each of your turns after
Monsters
Monster Manual
Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify,Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast
Influence action.
Meddlesome Magic. Whenever a creature other than the hag or its allies finishes a Long Rest while within 1 mile of the lair, the next time that creature casts a spell using a spell slot
Magic Items
Dungeon Master’s Guide
and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape 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
Monsters
Storm King's Thunder
","rollAction":"Lightning Strike","rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.
Spellcasting. Shaldoor casts one of the following spells
breathing
Roleplaying Information
A skilled rider of rocs and whales, Shaldoor believes that Annam the All-Father shattered the ordning to push giants into war against the dragons. She is thrilled to
Monsters
Waterdeep: Dragon Heist
reduced to 0 hit points, he drops to 1 hit point instead (but can't do this again until he finishes a long rest).Multiattack. Yorn makes two melee attacks.
Mace. Melee Weapon Attack: +4;{"diceNotation
":"1d10","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
original victim’s memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim’s past or find lore that otherwise
would be lost.
Cryptic Whispers
Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed
Monsters
Spelljammer: Adventures in Space
damage.Parry. The thri-kreen adds 2 to its AC against one melee attack that would hit it. To do so, the thri-kreen must see the attacker and be wielding a melee weapon.Thri-kreen hunters are skilled
thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with creatures of other sapient species
Monsters
Mordenkainen Presents: Monsters of the Multiverse
looses a bolt of lightning in a line that is 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 36 (8d8);{"diceNotation":"8d8", "rollType":"damage
", "rollAction":"Lightning Lance", "rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.Great herds of armanites race across the blasted fields of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
vanguard, they creep around, picking off isolated opposition while clearing the way for the rest of the force to advance.
Hunters are particularly skilled with the longbow, and they fire arrows with
viciously barbed heads. Even when a hunter doesn’t kill their target with their first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away.
Gnolls
Monsters
Waterdeep: Dragon Heist
hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks off without so much as a whisper. Where he comes from — if he even has a home — remains a mystery, as
attacks). He has the following paladin spells prepared:
1st level (4 slots): command, protection from evil and good, thunderous smite
2nd level (3 slots): branding smite, find steed
3rd level (2
Monsters
Storm King's Thunder
","rollAction":"Lightning Strike","rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.
Spellcasting. Vaasha casts one of the following spells
breathing
Roleplaying Information
Vaasha is a skilled hunter and tracker who doesn’t charge into danger without first assessing the risks. She’s not afraid to speak her mind, even to her
Monsters
Waterdeep: Dragon Heist
good at sniffing out lucrative business deals, and he makes friends easily.
Like many sun elves, Davil has an affinity for magic and is gifted with the kind of patience that comes with a long life span
a loan), Skeemo Weirdbottle (if they need magic), Tashlyn Yafeera (if they need weapons or mercenaries), and Ziraj the Hunter (if they need a highly skilled assassin).
Magic Items
Acquisitions Incorporated
through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest.
Map of the Moment
Starting at rank 3, you can use an action to make a DC 15
Wisdom (Perception) check and search your cartographer’s map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent
Monsters
Curse of Strahd
): divination, freedom of movement, guardian of faith
5th level (2 slots): greater restoration, raise dead
6th level (1 slot): find the path, harm, true seeing
7th level (1 slot): fire storm
":"1d4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Curse (Recharges after a Long Rest). Madam Eva targets one creature that she can see within 30 feet of her
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
damage on a failed save, or half as much damage on a successful one.
Spellcasting. Serissa casts one of the following spells, requiring no material spell components and using Charisma as the
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
Monstrous Compendium Vol. 4: Eldraine Creatures
":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one. The high fae then regains 30 hit points.
Spellcasting. The high fae casts one of the following spells, requiring no
spell slot used to cast it is not expended.High fae mages are some of the mightiest magic users among the faeries of Eldraine. These skilled spellcasters have mastered the arcane art of dealmaking
Monsters
Mordenkainen Presents: Monsters of the Multiverse
level of the spell on a failed save, or half as much damage on a successful one.Multiattack. The flail snail makes five Flail Tentacle attacks.
Flail Tentacle. Melee Weapon Attack: +5;{"diceNotation
":"bludgeoning"} bludgeoning damage.
Scintillating Shell (Recharges after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the snail’s next turn
Monsters
Spelljammer: Adventures in Space
","rollDamageType":"psychic"} psychic damage.
Drain Vitality (Recharges after a Short or Long Rest). The thri-kreen targets one creature it can see within 30 feet of itself. The target must make a DC 14 Constitution
saving throw, taking 32 (5d12);{"diceNotation":"5d12","rollType":"damage","rollAction":"Drain Vitality","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a






