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Returning 35 results for 'much some with only among fine for long'.
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much some with only along fire for long
much some with only amount fire for long
Classes
Player’s Handbook
, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.
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
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.
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
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
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
, 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.
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.
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
makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature
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
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1
Magic Items
Dungeon Master’s Guide
A young dwarf prince set out to forge a weapon that would be regarded as a symbol of unity among his people. Venturing deep under the mountains, deeper than any dwarf had ever delved, the prince came
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
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
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
Species
Lorwyn: First Light
as culturally from their Shadowmoor counterparts.
In Lorwyn
The horns of Lorwyn elves are stubby like a goat’s or curved like a ram’s, but always ridged. Their pointed ears are long and
are long, wavy, and covered with a rough, thorny texture. Their pointed ears are usually longer than those of their Lorwyn counterparts.
Like Lorwyn elves, Shadowmoor elves protect beauty, though a
Backgrounds
Forgotten Realms: Heroes of Faerûn
Kit, Fine Clothes, Hooded Lantern, Oil (3 flasks), 2 Pouch;Pouches, String, Tinderbox, 11 GP; or (B) 50 GP
Maybe you needed the money. Maybe you longed for a family, no matter how dubious. Or maybe
;s leaders insist the organization is more like a family than a shadowy syndicate, few families exhibit as much dishonesty, nepotism, and corruption as this one. You’ve honed your cunning, reflexes, and blade to climb the guild’s ranks.
Backgrounds
Eberron: Forge of the Artificer
Kit, Fine Clothes, Net, 29 GP; or (B) 50 GP
You have grown up with respect for both family and nature. You understand the culture of the Five Nations, but you don’t get drawn into the games
allow you to see through the lies and deception of city folk—and never let on how much of their subterfuge you recognize.
Backgrounds
Eberron: Forge of the Artificer
Equipment: Choose A or B: (A) Artisan’s Tools (same as above), Crowbar, Fine Clothes, Pouch;2 Pouches, 17 GP; or (B) 50 GP
As a scion of House Cannith, you carry a proud legacy. Cannith creates
way is the deep rift within your own house. The sooner the three barons sort out which of them is the true head of the house (and you, no doubt, have your preference), the sooner House Cannith can claim its rightful position of leadership among all the dragonmarked houses.
Monsters
Astarion's Book of Hungers
creatures that resemble tieflings. Also known as falxugons among the ranks of the Nine Hells, harvester devils have short horns and expressive tails. Most harvester devils dress in flattering finery. They
another fiend.
5
Has an identical twin or clone.
6
Tricks the devil into signing any other contract.
Unfortunately, finding these dandyish devils’ contractual loopholes is not nearly as much fun as I had hoped.
—Astarion on Harvester Devils
Fire, PoisonCold
Backgrounds
Eberron: Forge of the Artificer
' Tools, Fine Clothes, 10 GP; or (B) 50 GP
As an heir of House Kundarak, you take great pride in your family and its work of safeguarding the valuables of Khorvaire. Your house has always been a
leader among the clans of the Mror Holds. Though it has never held the crown, it has a reputation for professionalism, honor, and order. You might strive to uphold that reputation, you might place
Backgrounds
Eberron: Forge of the Artificer
) Calligrapher's Supplies, Fine Clothes, Ink, 5 Ink Pen;Ink Pens, (30 sheets),Parchment[/items] (9 sheets), 8 GP; or (B) 50 GP
For nearly thirty centuries, your family has worked to maintain order
recognition, House Sivis plays a long game of subtle influence behind the scenes, keeping order amid the chaos of unending intrigue.
Monsters
Forgotten Realms: Adventures in Faerûn
deep dragons often spend years sequestered among individualized libraries, fungal gardens, or collections of esoterica. When these venerable terrors venture forth to hunt, they can remake Underdark
nonmagical means.
Restless Sleep. When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t
Spells
Forgotten Realms: Heroes of Faerûn
throw. On a failed save, the creature takes 3d10 Necrotic damage and has the Prone condition. On a successful save, the creature takes half as much damage and its Speed is halved. A creature makes this
Concentration, up to 10 minutes.
A creature that fails its save against the spell’s effect also gains 1 Exhaustion level. While the creature has Exhaustion levels, finishing a Long Rest neither restores
Backgrounds
Eberron: Forge of the Artificer
Tools, Fine Clothes, 10 GP; or (B) 50 GP
As an heir of House Lyrandar, the wind is your ally, the sea and sky your dominion. Despite the devastation of the Last War, your house is on the ascendancy
, manipulating the weather and assisting with irrigation and similar public works. Or you might have been among the fi rst in your house to take to the skies as part of an airship crew. Service to the house
Feats
Forgotten Realms: Heroes of Faerûn
the ability increased by this feat and your Proficiency Bonus.
You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest
spell on a failed save or half as much damage on a successful one.
3-7
You and the triggering spell’s caster form a Telepathy;telepathic link for 1 hour.
8-10
Gravity is reversed in a
Monsters
Forgotten Realms: Adventures in Faerûn
inches long, it re-forms from that piece of chardalyn in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Next of the Seven"} days, regaining all its Hit Points. The new body appears in the
liches, creating an amalgamated form.
Zlan is the foremost mind among the liches and controls the body, The other liches rage and scheme about being subsidiary to someone they once considered both a
Magic Items
Forgotten Realms: Adventures in Faerûn
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
, taking (4d8) Necrotic;{"diceNotation":"4d8", "rollType":"damage", "rollAction":" (Necrotic)", "rollDamageType":"Necrotic"} damage on a failed save or half as much damage on a successful one. A
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
enormous creatures dwell in these wilds, with the tempest hart being among the most majestic.
A colossal elk with antlers made of living lightning, a tempest hart has a long mane of fine hair that
immediately make a DC 16 Strength saving throw as beanstalks coil around it in its space. On a failed save, the creature has the grappled condition (escape DC 16) and has the restrained condition as long
Equipment
This fine everwine is made from elderberries specially cultivated by forest vintners. It is highly prized among the Alderheart elite for its heady bouquet and dry sweetness.
Equipment
Combat
Utility
Whimsy
12
15
14
Glow worms are found in caves and marshes across Obojima and work fine as ingredients in potions, but intrepid potion brewers have discovered
that the wildly-colored glow worms found in the Vale of Abundance in the Gale Fields have a much greater potency.
Monsters
Fizban's Treasury of Dragons
restrained. Ability checks made to escape this grapple have disadvantage.
Caustic Mist (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Caustic Mist"}. The mimic sprays a fine
":"Caustic Mist", "rollDamageType":"acid"} acid damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded.
Shapechanger
Monsters
Spelljammer: Adventures in Space
also make fine trackers and capable beasts of burden. Space swine that are trained for battle are typically outfitted with half-plate barding and are referred to as death squealers.
A fully grown
specimen stands 3 feet high at the shoulder and is 5 to 6 feet long. Space swine eat just about anything, but they prefer truffles. A space swine also tastes delicious when roasted and served with applesauce.






