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Returning 35 results for 'ray of skill'.
Other Suggestions:
ray of spell
Monsters
Astarion's Book of Hungers
Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes two attacks, using Infernal Blade or Confounding Ray in any combination.
Infernal Blade. Melee Attack
", "rollDamageType":"Slashing"} Slashing damage and 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Infernal Blade", "rollDamageType":"Fire"} Fire damage.
Confounding Ray. Ranged Attack Roll
Monsters
Bigby Presents: Glory of the Giants
a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Prismatic Ray"} to determine what ray affects it:
1–2: Blazing Red. On a failed save, the creature takes 35 (10d6);{"diceNotation
":"10d6", "rollType":"damage", "rollAction":"Prismatic Ray (Blazing Red)", "rollDamageType":"radiant"} radiant damage and has the blinded condition until the end of the giant’s next turn. On a
Monsters
Eberron: Rising from the Last War
elite killers, spies, and thieves who work for House Tarkanan, a criminal organization specializing in theft and assassination. In addition to their deadly skill, a Tarkanan assassin possesses an
)
Chromatic orb (4d8)
3
Poison spray (2d12)
Ray of sickness (3d8)
4
Friends
Charm person (two creatures)
5
Minor illusion
Thunderwave (2d8)
6
Dancing lights
Sleep (7d8)
Backgrounds
Guildmasters’ Guide to Ravnica
Golgari, no fear of death or taboo about the dead, just a fierce affirmation of the cycle.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Poisoner’s kit
Languages
Spell Level
Spells
Cantrip
dancing lights, spare the dying
1st
entangle, ray of sickness
2nd
protection from poison, ray of enfeeblement, spider climb
3rd
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Alanik Ray and Arthur Sedgwick Known as the Great Detective, Alanik Ray possesses an unrivaled deductive mind. The century-old elf has a knack for seeing through falsehoods, a talent aided by decades
a fall from a roof that paralyzed Alanik’s legs. Within the following month, the pair created a custom wheelchair for Alanik, and they married. Today, Alanik Ray and Arthur Sedgwick investigate
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Alanik Ray and Arthur Sedgwick Known as the Great Detective, Alanik Ray possesses an unrivaled deductive mind. The century-old elf has a knack for seeing through falsehoods, a talent aided by decades
a fall from a roof that paralyzed Alanik’s legs. Within the following month, the pair created a custom wheelchair for Alanik, and they married. Today, Alanik Ray and Arthur Sedgwick investigate
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Alanik Ray and Arthur Sedgwick Known as the Great Detective, Alanik Ray possesses an unrivaled deductive mind. The century-old elf has a knack for seeing through falsehoods, a talent aided by decades
a fall from a roof that paralyzed Alanik’s legs. Within the following month, the pair created a custom wheelchair for Alanik, and they married. Today, Alanik Ray and Arthur Sedgwick investigate
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Alanik Ray and Arthur Sedgwick Known as the Great Detective, Alanik Ray possesses an unrivaled deductive mind. The century-old elf has a knack for seeing through falsehoods, a talent aided by decades
a fall from a roof that paralyzed Alanik’s legs. Within the following month, the pair created a custom wheelchair for Alanik, and they married. Today, Alanik Ray and Arthur Sedgwick investigate
Backgrounds
Guildmasters’ Guide to Ravnica
.
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
command, illusory script
2nd
enthrall, ray of enfeeblement, zone of truth
3rd
bestow curse, speak with dead, spirit guardians
4th
blight, death ward
Backgrounds
Guildmasters’ Guide to Ravnica
footsteps of a Boros parent, succumbed to the persuasion of a charismatic recruiter’s lofty promises, or were drawn in by the prospect of a life of action.
Skill Proficiencies: Athletics
;sacred flame
1st
guiding bolt, heroism
2nd
aid, scorching ray
3rd
beacon of hope, blinding smite
4th
death ward, wall of fire
5th
flame strike
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Harvester Devil Devil of Guile and Temptation Habitat: Planar (Nine Hells); Treasure: Implements
With a name that hints at their skill at gathering souls for the Nine Hells, harvester devils are
magical effects.
Actions
Multiattack. The devil makes two attacks, using Infernal Blade or Confounding Ray in any combination.
Infernal Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Harvester Devil Devil of Guile and Temptation Habitat: Planar (Nine Hells); Treasure: Implements
With a name that hints at their skill at gathering souls for the Nine Hells, harvester devils are
magical effects.
Actions
Multiattack. The devil makes two attacks, using Infernal Blade or Confounding Ray in any combination.
Infernal Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Harvester Devil Devil of Guile and Temptation Habitat: Planar (Nine Hells); Treasure: Implements
With a name that hints at their skill at gathering souls for the Nine Hells, harvester devils are
magical effects.
Actions
Multiattack. The devil makes two attacks, using Infernal Blade or Confounding Ray in any combination.
Infernal Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Harvester Devil Devil of Guile and Temptation Habitat: Planar (Nine Hells); Treasure: Implements
With a name that hints at their skill at gathering souls for the Nine Hells, harvester devils are
magical effects.
Actions
Multiattack. The devil makes two attacks, using Infernal Blade or Confounding Ray in any combination.
Infernal Blade. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
deadly skill, a Tarkanan assassin possesses an aberrant dragonmark—a twisted sigil that provides them with magical power. House Tarkanan actively seeks and recruits people with aberrant dragonmarks
grasp (2d8) Chromatic orb (4d8)
3 Poison spray (2d12) Ray of sickness (3d8)
4 Friends Charm person (two creatures)
5 Minor illusion Thunderwave (2d8)
6 Dancing lights Sleep (7d8)
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
deadly skill, a Tarkanan assassin possesses an aberrant dragonmark—a twisted sigil that provides them with magical power. House Tarkanan actively seeks and recruits people with aberrant dragonmarks
grasp (2d8) Chromatic orb (4d8)
3 Poison spray (2d12) Ray of sickness (3d8)
4 Friends Charm person (two creatures)
5 Minor illusion Thunderwave (2d8)
6 Dancing lights Sleep (7d8)
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
deadly skill, a Tarkanan assassin possesses an aberrant dragonmark—a twisted sigil that provides them with magical power. House Tarkanan actively seeks and recruits people with aberrant dragonmarks
grasp (2d8) Chromatic orb (4d8)
3 Poison spray (2d12) Ray of sickness (3d8)
4 Friends Charm person (two creatures)
5 Minor illusion Thunderwave (2d8)
6 Dancing lights Sleep (7d8)
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
deadly skill, a Tarkanan assassin possesses an aberrant dragonmark—a twisted sigil that provides them with magical power. House Tarkanan actively seeks and recruits people with aberrant dragonmarks
grasp (2d8) Chromatic orb (4d8)
3 Poison spray (2d12) Ray of sickness (3d8)
4 Friends Charm person (two creatures)
5 Minor illusion Thunderwave (2d8)
6 Dancing lights Sleep (7d8)
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
with prodigious artistic skill are called rockspeakers. Within their communities, they act as leaders and oracles. Rockspeakers incorporate crystals and stones into their clothing and embed them in
, roll a d6 to determine what ray affects it:
1–2: Blazing Red. On a failed save, the creature takes 35 (10d6) radiant damage and has the blinded condition until the end of the giant’s next turn. On a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
with prodigious artistic skill are called rockspeakers. Within their communities, they act as leaders and oracles. Rockspeakers incorporate crystals and stones into their clothing and embed them in
, roll a d6 to determine what ray affects it:
1–2: Blazing Red. On a failed save, the creature takes 35 (10d6) radiant damage and has the blinded condition until the end of the giant’s next turn. On a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
with prodigious artistic skill are called rockspeakers. Within their communities, they act as leaders and oracles. Rockspeakers incorporate crystals and stones into their clothing and embed them in
, roll a d6 to determine what ray affects it:
1–2: Blazing Red. On a failed save, the creature takes 35 (10d6) radiant damage and has the blinded condition until the end of the giant’s next turn. On a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
with prodigious artistic skill are called rockspeakers. Within their communities, they act as leaders and oracles. Rockspeakers incorporate crystals and stones into their clothing and embed them in
, roll a d6 to determine what ray affects it:
1–2: Blazing Red. On a failed save, the creature takes 35 (10d6) radiant damage and has the blinded condition until the end of the giant’s next turn. On a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your
**
Green-flame blade *
Guidance
Light
Lightning lure *
Mage hand
Magic stone **
Mending
Message
Poison spray
Prestidigitation
Ray of frost
Resistance
Shocking grasp
Spare the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your
**
Green-flame blade *
Guidance
Light
Lightning lure *
Mage hand
Magic stone **
Mending
Message
Poison spray
Prestidigitation
Ray of frost
Resistance
Shocking grasp
Spare the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell
message
poison spray
prestidigitation
ray of frost
resistance
shocking grasp
spare the dying
thorn whip
thunderclap *
1st Level absorb elements *
alarm (ritual)
catapult *
cure
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an
*
mending
message
poison spray
prestidigitation
ray of frost
resistance
shocking grasp
spare the dying
thorn whip
thunderclap *
1st Level absorb elements *
alarm (ritual
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell
message
poison spray
prestidigitation
ray of frost
resistance
shocking grasp
spare the dying
thorn whip
thunderclap *
1st Level absorb elements *
alarm (ritual)
catapult *
cure
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an
*
mending
message
poison spray
prestidigitation
ray of frost
resistance
shocking grasp
spare the dying
thorn whip
thunderclap *
1st Level absorb elements *
alarm (ritual
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your
**
Green-flame blade *
Guidance
Light
Lightning lure *
Mage hand
Magic stone **
Mending
Message
Poison spray
Prestidigitation
Ray of frost
Resistance
Shocking grasp
Spare the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell
message
poison spray
prestidigitation
ray of frost
resistance
shocking grasp
spare the dying
thorn whip
thunderclap *
1st Level absorb elements *
alarm (ritual)
catapult *
cure
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an
*
mending
message
poison spray
prestidigitation
ray of frost
resistance
shocking grasp
spare the dying
thorn whip
thunderclap *
1st Level absorb elements *
alarm (ritual
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an
*
mending
message
poison spray
prestidigitation
ray of frost
resistance
shocking grasp
spare the dying
thorn whip
thunderclap *
1st Level absorb elements *
alarm (ritual
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your
**
Green-flame blade *
Guidance
Light
Lightning lure *
Mage hand
Magic stone **
Mending
Message
Poison spray
Prestidigitation
Ray of frost
Resistance
Shocking grasp
Spare the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell
message
poison spray
prestidigitation
ray of frost
resistance
shocking grasp
spare the dying
thorn whip
thunderclap *
1st Level absorb elements *
alarm (ritual)
catapult *
cure
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Presto Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
Evocation — Mage Hand Conjuration — Ray of Frost Evocation — Level 1 Wizard Spells (Slots: 4) Spell School Special* Burning Hands Evocation — Comprehend Languages Divination R Detect Magic