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Returning 35 results for 'present always and his casting'.
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prevent always and his calling
presented always and his crafting
presence always and his calling
presented always and his calling
present always and his calling
Magic Items
Out of the Abyss
its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, mirror imageFae Counterspell. The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6);{"diceNotation":"3d6
always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae
Monsters
The Wild Beyond the Witchlight
save DC 13, +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks):
At will: fire bolt, invisibility (after casting, roll a d8;{"diceNotation":"1d8
—have been partners and collaborators ever since.
Mister Witch's Description
Mister Witch looks like a distinguished gentleman, for he is always dressed in fine attire. His favorite
Monsters
The Wild Beyond the Witchlight
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
of her limbs. Skabatha roams Thither on her flying rocking horse (see chapter 3 for its stat block), which creaks horribly as it moves.
Skabatha’s Weakness
Skabatha always forgets the first
Monsters
Spelljammer: Adventures in Space
casts the wish spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). After casting this spell, the zodar turns to dust and is destroyed.A zodar is a
aloofness. They simply hover in silence. When a zodar finally performs some significant action, the reasons for that action aren’t always clear.
One interpretation of this behavior posits that
Monsters
The Wild Beyond the Witchlight
spell attacks):
At will: dancing lights, polymorph (after casting, roll a d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Witchlight vane"}; on a roll of 3 or 8, Light can’t cast the spell
inheritance in order to embrace the unconventional lifestyle, fashions, and friendships he desired.
Mister Light’s Description
Mister Light has a slender frame. He is always dressed in some sort of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
coronation, everyone present understands that the creature is telling them the person so honored could become a great force for good. Ki-rins have also been known to appear at the sites of great battles
Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin’s magic. The chosen location is almost always hard to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.Mind flayers that
difference is the lack of a mind flayer’s ever-present mucus coating. Without that protection, an alhoon’s skin becomes dry and cracked, and its eyes might appear shriveled and sunken. Both of
Monsters
Quests from the Infinite Staircase
normally follow casting the Wish spell to produce an effect other than duplicating another spell.Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex.
Storm Shamshir. Melee
ability (spell save DC 21):
At will: Detect Evil and Good, Detect Magic, Thaumaturgy
3/day each: Create Food and Water (the food is always tasty), Dispel Magic, Invisibility, Legend Lore (as an action
Satyr
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mythic Odysseys of Theros
to forget the constraints of time, to let go of the future and past, and to be wholly in the present moment. For satyrs, encountering life with all the senses honors the gods, and—most
problem.
8
If I have something really important to say, I always make sure to sing it.
Myth of Xenagos the Satyr God
The satyr Xenagos savored his reputation for presiding over the most
Backgrounds
Baldur’s Gate: Descent into Avernus
Coming to Baldur’s Gate might seem like a good idea for a spectrum of reasons. Profit, excitement, and cosmopolitan opportunities all present tempting prospects, but rarely does one start on
You’ve always been fascinated by the glitter and glamor of city life, so different from the slow pace of life in your homeland. Now you’re here, ready to make your mark in the world, but
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too
, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual’s notable deeds.
Goliaths present all three names when
Backgrounds
Sword Coast Adventurer's Guide
order’s cause.
The “Knightly Orders of Faerûn” sidebar details several of the orders that are active at present and is designed to help inform your decision about which group
your identity as a knight of your order.
Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight’s ideal not to
feats
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature) You have learned to tap into the dangerous but powerful art of Shadowsteel casting. You gain the following benefits. Ability
Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.Curse Caster. You always have Shadowsteel curses prepared, and you can cast them with any spell slots
Monsters
Mordenkainen's Fiendish Folio Volume 1
might present itself as a friendly, agreeable guide that helps travelers survive the Nine Hells. Another is a howling beast that attempts to destroy all in its path. One will show mercy and empathy
into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak
feats
Player’s Handbook (2024)
Ritual tag to the spells always prepared with this feature.
Quick Ritual. With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended
a maximum of 20.
Ritual Spells. Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell
monsters
’t take into account uncertain intervening circumstances that might change the outcome, such as the casting of additional spells or the loss of a companion. If the check succeeds by 5 or more, the
that she’s touched by supernatural forces. Yet, her quick smile and welcoming attitude have always helped her to secure friendships during her travels.Fire
Gnome
Legacy
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Species
Basic Rules (2014)
;s loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mage’s familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow
, sometimes to the great annoyance of their adventuring companions.
ALWAYS APPRECIATIVE
It’s rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
occasionally abused) pets.
Virtually any kind of creature that can be browbeaten into service might be found with a goblin tribe, but rats and wolves are nearly always present. Both have lived in concert
traps, snares, and nets to catch the unwary, and when their hunting patrols encounter other beings, they always look for ways to capture their foes instead of killing them. Goblins that run up against
classes
Basic Rules (2014)
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
3R. Cultists’ Sleeping Chamber Middle-ranking cultists have the entire top floor of the tower for their use. At night, six dragonwings (see appendix D for statistics) are present. Otherwise, the
chamber is empty of all but their reed mattresses and belongings in wooden trunks. A small stone hearth provides meager warmth. The door to area 3S is always kept closed but not locked.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
3R. Cultists’ Sleeping Chamber Middle-ranking cultists have the entire top floor of the tower for their use. At night, six dragonwings (see appendix D for statistics) are present. Otherwise, the
chamber is empty of all but their reed mattresses and belongings in wooden trunks. A small stone hearth provides meager warmth. The door to area 3S is always kept closed but not locked.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Stirge Lair Some fungus from area 3 dots this area, but chiefly it is the lair of a colony of bats. Hidden among the bats are ten stirges. The bats are present only from sunrise to sundown, but
the stirges are always here. Normally the stirges prey on the plentiful bats and leave the cave’s other residents alone, but not always. Characters notice dead bats on the floor (victims of the stirges
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Stirge Lair Some fungus from area 3 dots this area, but chiefly it is the lair of a colony of bats. Hidden among the bats are ten stirges. The bats are present only from sunrise to sundown, but
the stirges are always here. Normally the stirges prey on the plentiful bats and leave the cave’s other residents alone, but not always. Characters notice dead bats on the floor (victims of the stirges
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Always-Prepared Spells Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that you can change, a spell that you always have prepared
doesn’t count against the number of spells on that list. Casting in Armor
You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Always-Prepared Spells Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that you can change, a spell that you always have prepared
doesn’t count against the number of spells on that list. Casting in Armor
You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Always-Prepared Spells Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that you can change, a spell that you always have prepared
doesn’t count against the number of spells on that list. Casting in Armor
You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Always-Prepared Spells Certain features might give you a spell that you always have prepared. If you also have a list of prepared spells that you can change, a spell that you always have prepared
doesn’t count against the number of spells on that list. Casting in Armor
You must have training with any armor you are wearing to cast spells while wearing it. You are otherwise too hampered by the armor for spellcasting.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Locate Animals or Plants Level 2 Divination (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: Self
Components: V, S, M (fur from a bloodhound)
Duration: Instantaneous
Describe or
name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Locate Animals or Plants Level 2 Divination (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: Self
Components: V, S, M (fur from a bloodhound)
Duration: Instantaneous
Describe or
name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Locate Animals or Plants Level 2 Divination (Bard, Druid, Ranger) Casting Time: Action or Ritual
Range: Self
Components: V, S, M (fur from a bloodhound)
Duration: Instantaneous
Describe or
name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Protection from Poison 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour You touch a creature. If it is poisoned, you neutralize the poison. If more than one
poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Locate Animals or Plants 2nd-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Instantaneous Describe or name a specific kind
of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Locate Animals or Plants 2nd-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Instantaneous Describe or name a specific kind
of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Incite Greed 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a gem worth at least 50 gp) Duration: Concentration, up to 1 minute When you cast this spell, you present
within 5 feet of you, it cannot move, but simply stares greedily at the gem you present. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.