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Returning 21 results for 'slots of resound descent versions'.
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Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
(at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
): calm emotions, lesser restoration, silence
3rd level (3 slots): dispel magic, remove curse, sending
4th level (3 slots): banishment, freedom of movement, guardian of faith
5th level (3 slots): greater
Monsters
Icewind Dale: Rime of the Frostmaiden
its 2nd-level spell slots to cast upgraded versions of the thunderwave spell.
Spellbook. The wooden covers of Nass’s spellbook are bound in nothic hide, and silver clasps hold the book shut
, message, prestidigitation, ray of frost
1st level (4 slots): detect magic, thunderwave
2nd level (3 slots): —
3rd level (3 slots): counterspellWithering Touch. Melee Weapon Attack: +6
classes
Player’s Handbook
, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic
determine your available spell slots.
Bard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Bardic Die
Cantrips
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every plane of existence. Bardic magic attempts to
, and training with Light armor. Gain the Bard’s level 1 features, which are listed in the Bard Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
others, soothing hurts, disheartening foes, and creating illusions. Bards believe the multiverse was spoken into existence and that remnants of its Words of Creation still resound and glimmer on every
, proficiency with one Musical Instrument of your choice, and training with Light armor. Gain the Bard’s level 1 features, which are listed in the Bard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Muiral Muiral was an accomplished human warrior who long served as Halaster’s bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned
attacks). He has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): expeditious retreat, fog
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
an illusory exercise conducted in one of the academy’s simulation chambers—large circular spaces whose rune-scribed walls channel potent magical power, and which contain training versions of
spelljamming helms (akin to those used to propel real spelljamming ships). As the simulation ends, all characters regain any lost hit points, spell slots, or limited-use powers. Characters who died during the
classes
Basic Rules (2014)
still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.
The greatest strength of bards is their sheer
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Bardic Inspiration
classes
Basic Rules (2014)
unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as
-level spells shield and magic missile.
The Sorcerer Table
Level
ProficiencyBonus
SorceryPoints
Features
CantripsKnown
SpellsKnown
—Spell Slots per Spell
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Its list of prepared spells shows only those spells it can cast. Although it has no 2nd-level spells available, the ghost can use its 2nd-level spell slots to cast upgraded versions of the
illusion, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): flaming sphere, knock, scorching ray
3rd level (3 slots): counterspell, fireball, fly
4th
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and
good, sanctuary
2nd level (3 slots): calm emotions, lesser restoration, silence
3rd level (3 slots): dispel magic, remove curse, sending
4th level (3 slots): banishment, freedom of movement
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Order Handout 1 Diagram 4.3: Unseen Order Handout 2 Puzzle Features The cards on the table are nonmagical versions of those from the Deck of Many Things. If the characters struggle to understand the
place four cards into the empty slots of the first row on the board. The ghost’s hand might consist of four different cards, or it might include two or more copies of the same card. If a card in that
Equipment
attempt to absorb this energy to regain spell slots. If they do, the triggering creature regains 1d10 levels worth of spell slots. If the triggering creature doesn’t have spell slots or can’t
creatures within 60 feet of the triggering creature begin to transform into plantlike versions of themselves. Their skin becomes bark, they grow leaves and buds from their flesh, and creak as they move
Equipment
they can attempt to absorb this energy to regain spell slots. If they do, the triggering creature regains 1d10 levels worth of spell slots. If the triggering creature doesn’t have spell slots or
;76
All creatures within 60 feet of the triggering creature begin to transform into plantlike versions of themselves. Their skin becomes bark, they grow leaves and buds from their flesh, and creak as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
fanged skull. The spires constitute the fortress of Abysm, where echoes of Demogorgon’s turbulent thoughts resound through the halls, tearing at the minds of creatures who dare to enter. Layer 113
embodies the loathsome corruption of chaos and evil. A descent into the Abyss is a journey into a hostile and uncharted environment. It’s also an opportunity to confront the evil in one’s own heart and
Equipment
attempt to absorb this energy to regain spell slots. If they do, the triggering creature regains 1d10 levels worth of spell slots. If the triggering creature doesn’t have spell slots or can&rsquo
creatures within 60 feet of the triggering creature begin to transform into plantlike versions of themselves. Their skin becomes bark, they grow leaves and buds from their flesh, and creak as they move
Equipment
attempt to absorb this energy to regain spell slots. If they do, the triggering creature regains 1d10 levels worth of spell slots. If the triggering creature doesn’t have spell slots or can’t
creatures within 60 feet of the triggering creature begin to transform into plantlike versions of themselves. Their skin becomes bark, they grow leaves and buds from their flesh, and creak as they move. For
Equipment
to absorb this energy to regain spell slots. If they do, the triggering creature regains 1d10 levels worth of spell slots. If the triggering creature doesn’t have spell slots or can’t
within 60 feet of the triggering creature begin to transform into plantlike versions of themselves. Their skin becomes bark, they grow leaves and buds from their flesh, and creak as they move. For
Equipment
attempt to absorb this energy to regain spell slots. If they do, the triggering creature regains 1d10 levels worth of spell slots. If the triggering creature doesn’t have spell slots or can&rsquo
creatures within 60 feet of the triggering creature begin to transform into plantlike versions of themselves. Their skin becomes bark, they grow leaves and buds from their flesh, and creak as they move
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
region, creatures regain their reflections, and the effect ends. 25–34 Reflections of 1d4 creatures in the region emerge from mirrors and attack. The reflections are two-dimensional, shimmering versions
Dexterity saving throw or be enclosed in Otiluke’s resilient sphere for 1 minute. 16–20 One random creature in the region that has expended spell slots regains one expended spell slot of a random
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, the relief’s eyes stop glowing, and opening the door again from this area requires the expenditure of more spell slots. The door can be opened from the east side like any normal door. T5: Cave of Seven
instead of a Dexterity saving throw, provided the creature doesn’t have the prone condition, with the aim of slowing the ceiling’s descent for the betterment of others. The creature making the Strength