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Returning 35 results for 'much speak with only along from for like'.
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much speak with only among from for like
much spell with only among from for like
Equipment
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Spells
Player’s Handbook
another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver
that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the
Spells
Player’s Handbook
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cube;Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each
creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Spells
Player’s Handbook
Prismatic Rays table.
Prismatic Rays
1d8
Ray
1
Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save
: Half as much damage.
3
Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.
4
Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage
Spells
Player’s Handbook
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like
that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a
Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
Spells
Player’s Handbook
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
damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall
Spells
Player’s Handbook
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
the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a
Monsters
Monster Manual
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged.
While in mist form, the vampire
Spells
Player’s Handbook
looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can see through the illusion’s eyes and hear through its ears as if you
were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the
Spells
Player’s Handbook
Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak
on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s
Species
Player’s Handbook
and adventurous spirit that leads them on journeys of discovery, affording them the chance to explore a bigger world and make new friends along the way. Their size—similar to that of a human
).
Halfling communities come in all varieties. For every sequestered shire tucked away in an unspoiled part of the world, there’s a crime syndicate like the Boromar Clan in the Eberron setting or a
Spells
Player’s Handbook
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
through this layer, which is destroyed if it takes at least 25 Cold damage.
2
Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged
Magic Items
Dungeon Master’s Guide
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm
Magic Items
Dungeon Master’s Guide
still seek to work Vecna’s will in the world.
The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn
your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control.
Eye of Vecna Spells
Spell
Charge Cost
Spells
Player’s Handbook
memory of the event’s details, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
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
Backgrounds
Forgotten Realms: Heroes of Faerûn
, Painter's Supplies, Bedroll, Bell, Pouch, Robe, String, Traveler's Clothes, Waterskin, 38 GP; or (B) 50 GP
Like many who hail from the Moonshae Isles, you grew up revering the blessed land, its
unique gods, and the mysterious shrines called the moonwells. As a moonwell pilgrim, you undertook a quest to visit and commune with every moonwell on (or off) the map. Along your idyllic journeys, you
Monsters
Forgotten Realms: Adventures in Faerûn
Material components and using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Druidcraft, Speak with Animals (swan form only)
1/Day Each: Animal Friendship, Beast Sense, Spike
along well with dryads and other creatures devoted to protecting the wilderness.
Roll or choose a result from the Swanmay’s Charge table as inspiration for what a swanmay protects.
Swanmay
Backgrounds
Forgotten Realms: Heroes of Faerûn
;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.
Monsters
Forgotten Realms: Adventures in Faerûn
possible. Werewyverns like to keep their wyvern form a secret until they need an upper hand in a fight or an aerial escape.
Werewyverns transmit lycanthropy through their potent venom. The curse&rsquo
;s transmission is unpredictable and often as much a surprise to the werewyvern as it is to the victim.Shape-Shift. The werewyvern Shape-Shifting;shape-shifts into a Medium wyvern-humanoid hybrid or a
Monsters
Netheril’s Fall
: destroy as much in their paths as possible. Before eldritch eddies manifest, telltale signs signal their arrival. Roll on or choose a result from the Eldritch Eddy Manifestations table to inspire what
happens right before an eldritch eddy arises.
Eldritch Eddy Manifestations
1d6
Right Before an Eddy Manifests …
1
Brightly colored sparks fly through the air like fireworks
Monsters
Astarion's Book of Hungers
). Charisma Saving Throw: DC 14, one creature within 30 feet of the devil. Failure: The target has the Charmed condition. While it is Charmed, it has the Stunned condition, except the target can speak. If
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
Magic Items
Forgotten Realms: Adventures in Faerûn
would enable him to achieve his dream. Yet the potential power of his creation terrified Damara so much that he dared not use the orb. Instead, the wizard entombed himself with the Artifact to seal it
away.
The Orb of Damara is about 6 inches in diameter and is made of a glassy, iridescent material that's like obsidian but incredibly hard. If held to one's own lips with the intention of consuming
Monsters
Forgotten Realms: Adventures in Faerûn
typically presents as a marid crowned in coral, with her lower half lengthening into a sinewy, eel-like tail.
History
Before becoming ruler of Maran Saya, Biha Babir worked as a spy. She has
whatever genie empire rises from the wreckage.
Personality
Biha Babir’s demeanor is like the ocean: seemingly placid on the surface, but dangerous and fierce deep below. Her amiable attitude hides
Daern's Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word
is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
Magic Items
Phandelver and Below: The Shattered Obelisk
You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere rapidly grows into a stout
tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in
Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word
is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
Equipment
This armour consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Magic Mouth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message
looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end
Magic Items
Fizban's Treasury of Dragons
This magic flail is made in the image of Tiamat, with five jagged heads shaped like the heads of five different chromatic dragons. You gain a +3 bonus to attack and damage rolls made with this flail
, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed
Monsters
Mordenkainen's Fiendish Folio Volume 1
speak to and understand rat;rats and giant rat;giant rats.
Swarming Rush. A jermlaine adds 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Swarming Rush"} to its weapon damage rolls while
, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the
Darkling Elder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
.
The Killing Light. The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every
without any components. Wisdom is its spellcasting ability.
Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories
Classes
Player’s Handbook (2014)
of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Knowledge Domain Spells
Cleric Level
Spells
3rd
augury, command, identify, suggestion
5th
nondetection, speak with dead
7th
arcane eye, confusion
9th
legend lore, scrying
Broom of Flying
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a
to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.






