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Returning 27 results for 'slot of root degree variant'.
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Spells
Player’s Handbook
modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature’s memory isn
Spell Slot. You can alter the target’s memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature’s past (level 9 spell slot).
Monsters
Mordenkainen Presents: Monsters of the Multiverse
entire community. To keep some semblance of order and to root out traitors, drow priestess of Lolth;priestesses of Lolth employ inquisitors. Inquisitors are chosen from the ranks of the priesthood
.
Variant: Demon Summoning
Drow Inquisitor (Summoner Variant);Variant: Demon Summoning
Some drow inquisitors have an action that allows them to summon a yochlol.
Summon Demon (1/Day). The drow
Monsters
Candlekeep Mysteries
magic, glyph of warding, slow
4th level (3 slots): blight, polymorph
5th level (2 slots): dominate person, seeming
6th level (1 slot): Otto's irresistible dance
For casting these spells, each hag
with her.Three Green Hag (Coven Variant);green hags named Dread Morgan, Vile Sazha, and Auntie Greenbones were once rivals who dwelled in an area of the Feywild coterminous with the High Forest. A
Monsters
Fizban's Treasury of Dragons
sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for
Monsters
Fizban's Treasury of Dragons
dragon turtles for solid ground.
Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on
explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8
Modify Memory
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered
. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Monsters
Fizban's Treasury of Dragons
along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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 modified memories to take root. Its mind fills in any gaps in the
Restoration spell cast on the target restores the creature’s true memory. Using a Higher-Level Spell Slot. You can alter the target’s memories of an event that took place up to 7 days ago (level 6 spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
after a short rest, they have the potential to use certain spells more times in a day than other classes do. Restricting Class Access Without changing the way a class functions, you can root it more
an existing feature that can be used as a model? How does the new class feature compare to other features of the same level? Variant: Spell Points One way to modify how a class feels is to change how
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 modified memories to take root. Its mind fills in any gaps in the
Restoration spell cast on the target restores the creature’s true memory. Using a Higher-Level Spell Slot. You can alter the target’s memories of an event that took place up to 7 days ago (level 6 spell
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. To keep some semblance of order and to root out traitors, drow priestesses employ inquisitors. Chosen from the ranks of the priesthood, these female drow possess authority equaled only by the matrons
of the noble houses. Anyone they decide is at odds with the hierarchy faces torture and usually an excruciating death. VARIANT: YOCHLOL SUMMONING
Some drow inquisitors have an action that allows
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Actions
Dagger. Melee or Ranged Weapon Attack: +5
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
VARIANT: FAMILIARS
Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
githzerai and the githyanki, two factions that arose from the victorious gith, sent hunting parties to root out and slaughter the remaining mind flayers. To this day, isolated clutches of mind flayers remain
, yet no one can be sure exactly what the illithids are and are not capable of. VARIANT: MIND FLAYER PSION
Mind flayers sometimes devote themselves to deeper study of psionic power, and many excel at
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your
manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your
manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
entire community. To keep some semblance of order and to root out traitors, priestesses of Lolth employ inquisitors. Inquisitors are chosen from the ranks of the priesthood, and their authority is equaled
only by that of the drow matron mothers (also in this book) of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death. Variant
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
has an easily spotted 6-inch-wide slot on its back, with the edge of a round disk protruding from it. A character within 5 feet of the buzz saw who succeeds on a DC 10 Dexterity (Sleight of Hand
) check can pull out a charged disk from the slot, causing the buzz saw to power down. This charged disk is identical to the disks that power the replica modrons. A character can topple the buzz saw over
Equipment
root in the triggering creature. All other creatures within 30 feet of the triggering creature must make a DC 15 Strength saving throw. On a failed save, they are pulled up to 20 feet towards the
regain the full amount, it instead suffers 18 (4d8) Force damage. Any spell cast using a spell slot regained from this effect automatically triggers another arcane anomaly.
75–76
All
Equipment
force takes root in the triggering creature. All other creatures within 30 feet of the triggering creature must make a DC 15 Strength saving throw. On a failed save, they are pulled up to 20 feet
can’t regain the full amount, it instead suffers 18 (4d8) Force damage. Any spell cast using a spell slot regained from this effect automatically triggers another arcane anomaly.
75&ndash
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, both of which hold woodcarving tools and strange wooden objects.
Cultists work here to craft the wooden symbols that mark membership in the cult—a distended tongue with a torn root. Fifty newly carved
. Lord Viallis has already cast mage armor on himself, and he expended his 5th-level spell slot to fuel the ritual. He wears a robe of scintillating colors and uses his action to activate it if pressed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
created, the creator must expend one spell slot of the spell’s level for each day of the creation process. The spell’s material components must also be at hand throughout the process. If the spell normally
a variant rule, you can require characters to spend downtime training or studying before they gain the benefits of a new level. If you choose this option, once a character has earned enough
Equipment
webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic force takes root
regain the full amount, it instead suffers 18 (4d8) Force damage. Any spell cast using a spell slot regained from this effect automatically triggers another arcane anomaly.
75–76
All creatures
Equipment
takes root in the triggering creature. All other creatures within 30 feet of the triggering creature must make a DC 15 Strength saving throw. On a failed save, they are pulled up to 20 feet towards the
;t regain the full amount, it instead suffers 18 (4d8) Force damage. Any spell cast using a spell slot regained from this effect automatically triggers another arcane anomaly.
75–76
All
Equipment
takes root in the triggering creature. All other creatures within 30 feet of the triggering creature must make a DC 15 Strength saving throw. On a failed save, they are pulled up to 20 feet towards the
;t regain the full amount, it instead suffers 18 (4d8) Force damage. Any spell cast using a spell slot regained from this effect automatically triggers another arcane anomaly.
75–76
All
Equipment
root in the triggering creature. All other creatures within 30 feet of the triggering creature must make a DC 15 Strength saving throw. On a failed save, they are pulled up to 20 feet towards the
regain the full amount, it instead suffers 18 (4d8) Force damage. Any spell cast using a spell slot regained from this effect automatically triggers another arcane anomaly.
75–76
All
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fight for a party of four 7th-level characters. For each additional character in the party, allow one more priestess to survive to maintain the same degree of difficulty. Dark Words in the Deep. Non
(Perception) check notices the secret door in this room. Baron’s Coffer. The coffer has a keyhole meant to trick would-be thieves. There is no lock behind the keyhole — the actual locking mechanism is a slot
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, Evard’s black tentacles, phantasmal killer
5th level (2 slots): modify memory, wall of force
6th level (1 slot): disintegrate, globe of invulnerability
Turn Resistance. The alhoon has advantage
target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
VARIANT: MIND FLAYER LICH (ILLITHILICH)
The path to true lichdom is something only