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Returning 35 results for 'must stat with only area first for long'.
feats
once, and you must complete a long rest before you can cast either spell again. Wisdom is your spellcasting ability for these spells.
that might be encountered while traveling. You gain the following benefits:
You can touch a plant or tree as an action to determine what has occurred to it and the area within its immediate
feats
Ethereal Plane that overlaps that area. You learn the distance and direction to any creatures you detect (or an Ethereal creature’s equivalent position on your plane). Once you detect a creature with this benefit, you can’t use it again until you finish a short rest;Short or Long Rest.
feats
, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Intelligence is your spellcasting ability for these spells.
Prerequisite: You must be a member of AHA
You have become an official member of AHA. You gain the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn the
Magic Initiate (Druid)
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Feats
Player’s Handbook (2014)
. Once you cast it, you must finish a long rest before you can cast it again using this feat.
Wisdom is your spellcasting ability for these spells.
Magic Initiate (Warlock)
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Feats
Player’s Handbook (2014)
. Once you cast it, you must finish a long rest before you can cast it again using this feat.
Charisma is your spellcasting ability for these spells.
Feats
The Book of Many Things
ordinary conversation and card handling.
Hidden Ace. When you finish a long rest, you can choose one spell from your class’s spell list and imbue that spell into a card. The chosen spell must have a
casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.
Feats
Bigby Presents: Glory of the Giants
damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or
cast a spell.
Fire Strike. The target takes an extra 1d10 fire damage.
Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving
Feats
Bigby Presents: Glory of the Giants
damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or
cast a spell.
Fire Strike. The target takes an extra 1d10 fire damage.
Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving
Feats
Bigby Presents: Glory of the Giants
damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or
cast a spell.
Fire Strike. The target takes an extra 1d10 fire damage.
Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving
Feats
Bigby Presents: Glory of the Giants
damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or
cast a spell.
Fire Strike. The target takes an extra 1d10 fire damage.
Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving
Magic Initiate
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Feats
Player’s Handbook (2014)
that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells
feats
. You always have the Charm Person spell prepared. You can cast it without a spell slot, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
beard and purple toga—in reality, a clay golem that Diderius used to receive favored guests in this area. The golem has been imbued with castings of magic mouth. When any character first approaches it
, the creature speaks in a soothing, magnificent voice, saying, “Ye who seek Diderius’s insight must first furnish tribute, that Diderius might work his mighty magic. Lay such tribute at my feet or
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
.
As the characters approach the keep, scouts atop the keep’s walls (area I1) watch for danger. The characters must succeed on a DC 15 group Dexterity (Stealth) check to approach the keep unseen. A 10
). There are three entrances to the keep: the hole in the wall (area I2), the gatehouse (area I3), and the rubble-sealed crack in the main tower’s first floor (area I5). The characters do not notice
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
and potentially end the effect early. In such situations, the stat block specifies “save ends at start of turn” or “save ends at end of turn.” When you see this phrase, it means any creature affected
their turn, as specified in the stat block. Here is an example of an attack with a save ends effect from the goblin cursespitter stat block: Toxic Touch (Cantrip). Melee or Ranged Spell Attack: +4 to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or
magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text.
The Monster Manual contains stat blocks for
most of the creatures encountered in this adventure. When a creature’s name appears in bold type, that’s a visual cue pointing you to its stat block as a way of saying, “Hey, DM, you’d better get
Telepathic
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Feats
Tasha’s Cauldron of Everything
doesn’t give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you
Feats
Player’s Handbook (2024)
spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this
obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Zuggtmoy’s gift has disadvantage on attack rolls against plant creatures. In addition, whenever an infected creature finishes a short or long rest, it must make a DC 15 Wisdom saving throw. On a failed
don’t understand.
Although creepy, the hissing sound is harmless, caused by air whistling through perforated mushrooms in the thicket of fungi. The characters can cross this area by forcing their way
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
they first notice the coat racks moving or as they move into area C3. C3. Grand Hall A set of magically shifting steps connects the foyer to this spacious, open area. Beautiful, thick carpet adorns the
area, three of these plants attack—two from the pot on the west side of the deck and one from the pot to the east. Each plant uses the violet fungus stat block.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 13b on level 9, in the closest unoccupied space next to the identical gate located there.
8. Park-and-Ride The duergar searched area 8a for treasure but didn’t find anything of interest. They also failed to detect the secret door to area 8b. 8a. Donkey Dummies Frescoes. The walls are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
before the action starts. Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific
circumstance, as described in the text.
The Monster Manual contains stat blocks for most of the monsters and NPCs found in this book. When a monster’s name appears in bold type, that’s a visual cue pointing
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text.
The Monster Manual contains stat blocks for most of the monsters and
NPCs found in this adventure. When a monster’s name appears in bold type, that’s a visual cue pointing you to the creature’s stat block in the Monster Manual. Descriptions and stat blocks for new
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, the sundial points toward a different path, in the order presented below. However, each time the characters enter this area after the first, the gnomon casts more than one shadow. The adventurers must
1. The Sundial After walking up the entrance path into the maze, this is the first area the characters arrive at, entering along pathway E. You’ve entered an intersection where eight paths converge
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, the sundial points toward a different path, in the order presented below. However, each time the characters enter this area after the first, the gnomon casts more than one shadow. The adventurers must
1. The Sundial After walking up the entrance path into the maze, this is the first area the characters arrive at, entering along pathway E. You’ve entered an intersection where eight paths converge
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
their stat block earlier in the adventure) are training in this area. When the fighting starts, read: “Intruders!” shouts the woman. “They’re here to steal the secrets of Master Bak Mei! Students, show
the primary teaching tool employed by Bak Mei and his apprentices, leaving the students well acquainted with pain. Jade Tigress (see the accompanying stat block) and four Immortal Lotus monks (see
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Virgil’s Mission If a character is able to speak with animals, Virgil is friendly. (The scroll found in area 9 will be useful in that regard if none of the characters have this ability.) The gull
sinking. Virgil knows the location of the Tammeraut and can guide the characters there. Based on the attack tonight, the gull correctly deduces that Tammeraut’s crew is active once more and must be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
starts. Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in
the text.
The Monster Manual contains stat blocks for most of the monsters and NPCs found in this book. When a creature’s name appears in bold type, that’s a visual cue pointing you to its stat
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in the cavern chosen by the DM. Creatures in the area must make a DC 16 Constitution saving throw. A creature takes 55 (10d10) poison damage and is poisoned for 1 hour on a failed save, or takes half
as much damage and is not poisoned on a successful save. 5–6 Psychic energy fills a 20-foot-radius sphere centered on a point in the cavern chosen by the DM. Each creature in the area must succeed on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
sphere’s area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Creating a Sidekick A sidekick can be any type of creature with a stat block in the Monster Manual or another D&D book, but the challenge rating in its stat block must be 1/2 or lower. You take that
stat block and add to it, as explained in the “Gaining a Sidekick Class” section. To join the adventurers, the sidekick must be the friend of at least one of them. This friendship might be connected
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Danger in the Streets Astral blights roam the streets. Members of the local militia (use the guard stat block) try to hold the blights at bay long enough for unarmed civilians to flee the vicinity
. If the characters stay in a single location for longer than 1 minute, 1d6 astral blights (see the accompanying stat block) converge on their location and attack them. The following events occur as the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.
: Concentration, up to 1 hour You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this






