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Returning 30 results for 'shrines spell'.
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strikes spell
springs spell
shines spell
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shrivel spell
Monsters
Forgotten Realms: Adventures in Faerûn
the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15, +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
":"Spellcasting"} to hit with spell attacks):
At Will: Friends, Silence, Thaumaturgy
2/Day: Ray of Sickness (level 5 version)
1/Day: Blight, MisleadLegendary Action Uses: 3 (4 in Lair). Immediately after
Priest
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
":"Divine Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra
Monsters
Ghosts of Saltmarsh
Divine Eminence. As a bonus action, the Refrum can expend a spell slot to cause his melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
":"Divine Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the Refrum expends a spell slot of 2nd level or higher, the extra
Monsters
Waterdeep: Dragon Heist
Divine Eminence. As a bonus action, Avi can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollDamageType
":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Avi expends a spell slot of 2nd level or higher, the extra damage increases by 1d6;{"diceNotation":"1d6
Monsters
Storm King's Thunder
Divine Eminence. As a bonus action, Elister can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
":"Divine Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage
Monsters
Waterdeep: Dragon Heist
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
":"Divine Eminence","rollDamageType":"radiant"} radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra
Monsters
Mythic Odysseys of Theros
":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Spell Turning. The
sentinel has advantage on saving throws against any spell that targets only the sentinel (not an area). If the sentinel’s saving throw succeeds and the spell is of 4th level or lower, the spell has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Staff", "rollDamageType":"poison"} poison damage.
Wildfire. Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
blinded until the start of the druid’s next turn.
Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: beast
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Puzzle Cubes To unlock the Tomb of the Nine Gods, the characters must first recover nine puzzle cubes from shrines hidden throughout the city. The Red Wizards are already searching for the cubes, and
god. Each cube weighs half a pound. A detect magic spell or similar effect reveals an aura of abjuration magic around each cube. The puzzle cubes can’t be destroyed by any means. If they’re discarded
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Priest Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests
languages
Challenge 2 (450 XP)
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target
classes
Basic Rules (2014)
, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and
CantripsKnown
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Druidic, Spellcasting
2
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Forest Shrine Forest shrines honoring Nylea are found in the woodlands of Theros. These places have few features made of stone or steel. Instead, the druids and nymphs who care for the shrines use
protected in the shrines. The druids might be willing to share knowledge and forest secrets with those who gain their trust. The Forest Shrine Adventures table offers ideas for adventures that could occur
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the characters must fill the cavities with all nine puzzle cubes retrieved from the shrines of Omu (see chapter 3), but in the proper configuration. The cubes representing the trickster gods must be
the incorrectly placed cube, dealing 18 (4d8) lightning damage to any creature within 20 feet of the door. A mage hand spell can be used to place the cubes from farther away and avoid this damage. A
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, and the characters could trick the vegepygmies to unify against a common enemy. Kobolds Nine deadly shrines hold the secret to entering the Tomb of the Nine Gods. To maintain the shrines’ traps
). The hunters know the city well, but care little for its history and keep clear of its shrines. They hunt alone and avoid contact with explorers. Rare weapons and hunting gear are the only items the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
others as large as the space created by a demiplane or Mordenkainen’s magnificent mansion spell. The Avowed try to keep track of all the extradimensional spaces in Candlekeep, but a few forgotten
of the tallest chambers, reflecting sunlight by day or a continual flame spell on cloudy days or at nights. Modrons. Candlekeep is a haven for thirteen rogue modrons (monodrones) that escaped from
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
of a spell to grant himself the power of a deity. Karsus was convinced that, with this spell, he would save Netheril. While Karsus pursued his obsession, law and order deteriorated across the city
empire, including the Last Academies in the Inner Ring district (detailed in “Eileanar Locations”). Religion Scattered shrines dot Eileanar. The Netherese pay grudging respect to a few members of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Archdruid Archdruids watch over the natural wonders of their domains. They seldom interact with folk away from their druid groves and shrines, unless there is a great threat to the natural order or
.
Wildfire. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 26 (6d6 + 5) fire damage, and the target is blinded until the start of the druid’s next turn.
Spellcasting. The archdruid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. God-Watched Gates These rooms house shrines dedicated to gods of the drow pantheon. The 20-foot-high vaulted ceilings are obscured by thick webs. 9a. The Elder Eye A 20-foot-diameter hemisphere of
magical darkness blots out much of this room and conceals a locked double door to the south. Neither light nor darkvision can pierce the inky darkness. A successful dispel magic spell (DC 18) ends
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
knock spell or similar magic also opens the trapdoor, which swings upward into area X21. X7: Ruined Shrines Crumbling altars, ruined statues, and idols of forgotten gods litter the floor of this small
contained shrines to various gods, but the Onyx Scar renovated it, creating a hallway with arrow slits on both sides. Arrow Slits. Four Onyx Scar thugs stand behind the western arrow slits, ready to shoot
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
), Gond (god of craft), or Milil (god of poetry and song). Anyone can freely enter one of the shrines, but access to a private chamber requires a key from the barkeep and a payment of 5 gp. Meeting
case those inside want to order food and drink during their gathering. Shrines. Each of the shrines is outfitted with a simple wooden altar, tables and benches for study and reflection, and suitable
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Whether the check succeeds or fails, a glyph of warding spell targets the character with a fear spell (save DC 15). The glyph doesn’t trigger if the door is unlocked using the stone key from the
succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage. Creatures are affected even if they hold their breath or don’t need to breathe. Map 3.2: Nine Shrines of Omu View Player Version
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
mimic his works and invent new forms at their own forges. Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty
knocked prone.
Spell Turning. The sentinel has advantage on saving throws against any spell that targets only the sentinel (not an area). If the sentinel’s saving throw succeeds and the spell is of 4th
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zealously. Contact Stones. There are no contact stones in this sector. Shrines of Binding Each chamber of this zone features an identical 3-foot-high shrine whose arcane power extracts energy from a
examine the shrines to determine how these abilities function. When the characters see a shrine of binding for the first time, use the following description. A three-step stone dais is set with four
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
weapon or damaging spell) and property crimes that cause between 50 and 250 GP in damages. The perpetrator must pay a fine of at least 100 GP and is sentenced to 1d6 years in prison. Major Crime
penalty, or permanent exile. A city magistrate decides which punishment is appropriate. Religion The city has temples and shrines dedicated to various gods. Religious practices that are certifiably
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the city a green cast. Despite its arboreal architecture, Silverymoon is very much civilized, boasting schools of music and magic, a great library, bardic instruction, and temples or shrines to
the many buildings and houses of learning in the Conclave of Silverymoon, the great center of knowledge and wisdom that forms much of the city’s southern part. If a map, a book, or a spell exists
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a small brass key (which unlocks the invisible chest in area P15) and a sealed scroll tube made of chardalyn (see the chardalyn sidebar). It contains a spell scroll of invisibility stamped into a
and flee, then use its levitate spell to ascend the tower while Krintaas covers its escape. If it escapes the spire, it makes its way to Ten-Towns; as a thing made of ice and snow, the simulacrum can
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
servants of Lolth, choldriths and chitines love spiders and spiderlike creatures. They rear spiders and similar arachnids, such as cave fishers. Chitine colonies erect shrines to Lolth that serve as
. Its spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with his troubles. See the “Hall of Knowledge” section below. Treasure. Moguhl and her bandits carry a total of 23 gp. The wererat also has a spell scroll of distort value (a new spell from chapter 3
their run-in with Moguhl Vloot, Grand Scribe Liethennson can cast remove curse for a donation of 50 gp. If he feels indebted to the characters (see “Alternative Entry” below), he might cast the spell
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
brought. As the first monk examines an offered gift, determining its title and provenance, a second gate guard performs a casting of the message spell. The Waterdhavian sage Waldrop tells me that the
recipient of this spell is an Avowed in a room nearby with a massive tome that notes the books in Candlekeep’s vaults. Apparently aided by magic of some kind, that tome-keeper determines if the library
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
empower and ward their spirit mound. A detect magic spell reveals an aura of conjuration magic emanating from the ground in front of the giant stone raven, and an aura of transmutation magic from
treant stat block, has 200 hit points, and has the following additional action option: Spellcasting. Turlang casts one of the following spells, requiring no material spell components and using Wisdom as