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Returning 35 results for 'specified of reach defined veils'.
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Spells
Player’s Handbook
;a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles
per 24 hours or 50 miles if the Beast can fly.
When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its
Spells
Player’s Handbook
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
you’re within 5 feet of it.
Actions
Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial
Monsters
Guildmasters’ Guide to Ravnica
needing to make an ability check.Spear. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
metaphor or nuance.
Kraul society is organized into well-defined roles and castes. The vast majority of the kraul occupy various tiers of soldiery, from commanders and elite troops down to the lowliest
Antipathy/Sympathy
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy
specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must
Animal Messenger
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals
gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels. If you cast this spell
Monsters
Baldur’s Gate: Descent into Avernus
daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and
+13","rollType":"to hit"} to hit, reach 5 ft., one target. Hit: 16 (1d8 + 12);{"diceNotation":"1d8+12","rollType":"damage","rollDamageType":"slashing"} slashing damage, or 17 (1d10 + 12
Monsters
Spelljammer: Adventures in Space
effect.Shock. Melee Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shock"} to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3);{"diceNotation":"4d6+3","rollType":"damage
painted ray guns that work only for them; these toys are harmless in the hands of anyone else.Phantasmal Form (3/Day). The clown veils itself and everything it is wearing and carrying in an illusion that
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
reach. Self. The spell is cast on the spellcaster or emanates from them, as specified in the spell. If a spell has movable effects, they aren’t restricted by its range unless the spell’s description says otherwise.
takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell’s effect originates on something, as defined by the spell, that the spellcaster must touch within their
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
reach. Self. The spell is cast on the spellcaster or emanates from them, as specified in the spell. If a spell has movable effects, they aren’t restricted by its range unless the spell’s description says otherwise.
takes one of the following forms: Distance. The range is expressed in feet. Touch. The spell’s effect originates on something, as defined by the spell, that the spellcaster must touch within their
classes
Player’s Handbook
, you gain the following class features when you reach the specified Wizard levels. These features are listed in the Wizard Features table.
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
classes
Eberron: Forge of the Artificer
20
+6
Soul of Artifice
8
6
4
15
4
3
3
3
2
Artificer Class Features
As an Artificer, you gain the following class features when you reach the specified Artificer levels. These features are listed on the Artificer Features table.
classes
Player’s Handbook
Subclass feature
9d6
18
+6
Elusive
9d6
19
+6
Epic Boon
10d6
20
+6
Stroke of Luck
10d6
Rogue Class Features
As a Rogue, you gain the following class features when you reach the specified Rogue levels. These features are listed in the Rogue Features table.
classes
Fighting Spirit
2d6
10
19
+6
Epic Boon
2d6
11
20
+6
Peak Physical Condition
2d6
12
Pugilist Class Features
As a Pugilist, you gain the following class features when you reach the specified Pugilist levels. These features are listed in the Pugilist Features table.
classes
Player’s Handbook
.
19
+6
Epic Boon
1d12
19
+30 ft.
20
+6
Body and Mind
1d12
20
+30 ft.
Monk Class Features
As a Monk, you gain the following class features when you reach the specified Monk levels. These features are listed in the Monk Features table.
classes
Player’s Handbook
Slayer
6
15
4
3
3
3
2
Ranger Class Features
As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
, reach 10 ft., one target. Hit: 21 (4d6 + 7);{"diceNotation":"4d6+7","rollType":"damage","rollAction":"Acid Lash","rollDamageType":"acid"} acid damage. Any creature killed by this attack is drawn into
":"1d20+14","rollType":"to hit","rollAction":"Corrupting Touch"} to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7);{"diceNotation":"4d6+7","rollType":"damage","rollAction":"Corrupting Touch
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared. Fiend Spells Warlock Level Spells 3
Warlock Subclass A Warlock subclass is a specialization that grants you features at certain Warlock levels, as specified in the subclass. This section presents the Fiend Patron subclass. Fiend Patron
classes
Player’s Handbook
As a Fighter, you gain the following class features when you reach the specified Fighter levels. These features are listed on the Fighter Features table.
classes
Player’s Handbook
4
3
3
3
2
20
+6
Subclass feature
3
15
4
3
3
3
2
Paladin Class Features
As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.
classes
Player’s Handbook
15
4
5
20
+6
Eldritch Master
10
4
15
4
5
Warlock Class Features
As a Warlock, you gain the following class features when you reach the specified Warlock levels. These features are listed in the Warlock Features table.
classes
Player’s Handbook
+4
4
19
+6
Epic Boon
6
+4
4
20
+6
Primal Champion
6
+4
4
Barbarian Class Features
As a Barbarian, you gain the following class features when you reach the specified Barbarian levels. These features are listed in the Barbarian Features table.
classes
Player’s Handbook
Creation
D12
4
22
4
3
3
3
3
2
2
1
1
Bard Class Features
As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table.
classes
Player’s Handbook
Greater Divine Intervention
4
5
22
4
3
3
3
3
2
2
1
1
Cleric Class Features
As a Cleric, you gain the following class features when you reach the specified Cleric levels. These features are listed in the Cleric Features table.
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Crew Members A ship requires a number of able-bodied sailors to crew it, as specified in its stat block. A crew’s skill, experience, morale, and health are defined by its quality score. This score
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
when an attacker hits with it as well as the type of that damage. Properties. Any properties a weapon has are listed in the Properties column. Each property is defined in the “Properties” section
. Mastery. Each weapon has a mastery property, which is defined in the “Mastery Properties” section later in this chapter. To use that property, you must have a feature that lets you use it. Weapons
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Experience Points (XP). A character who reaches a specified Experience Point total advances in capability. This advancement is called gaining a level. The Character Advancement table lists the XP you need to
advance to a level and the Proficiency Bonus for a character of that level. When your XP total equals or exceeds a number in the Experience Points column, you reach the corresponding level. Character
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Opening the Way When the characters reach the wall of the Reghed Glacier at the spot specified by Vellynne Harpell or Professor Skant, read: An immense, glistening wall of blue ice stands before you
classes
Player’s Handbook
3
3
3
2
2
1
1
Sorcerer Class Features
As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Level Advancement While going on adventures, your character gains experience, represented by Experience Points (XP). A character who reaches a specified Experience Point total advances in capability
equals or exceeds a number in the Experience Points column, you reach the corresponding level. Character Advancement Level Experience Points Proficiency Bonus 1 0 +2 2 300 +2 3 900 +2 4 2,700 +2 5
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Kraul Warrior Kraul society is organized into well-defined roles and castes. The vast majority of the kraul occupy various tiers of soldiery, from commanders and elite troops down to the lowliest
surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Upper Central Upper Central is defined by wealth and prestige and heavily patrolled by both the Sharn Watch and private security agents, so crime there leans more toward elaborate heists than back
beyond the reach of ordinary bank robbers and safecrackers, but they draw the attention of brilliant schemers who concoct elaborate plots, often with help from the inside. When something goes missing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
hands to perform these movements. Material (M) A Material component is a particular material used in a spell’s casting, as specified in parentheses in the Components entry. These materials aren’t
spell doesn’t consume its materials and doesn’t specify a cost for them, a spellcaster can use a Component Pouch (see “Equipment”) instead of providing the materials specified in the spell, or the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the
enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared. Life Domain Spells Cleric Level Prepared Spells 3
Cleric Subclass A Cleric subclass is a specialization that grants you features at certain Cleric levels, as specified in the subclass. Each Cleric subclass is named after a domain of existence that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
used in a spell’s casting, as specified in parentheses in the Components entry. These materials aren’t consumed by the spell unless the spell’s description states otherwise. The spellcaster must have a
Component Pouch (see chapter 6) instead of providing the materials specified in the spell, or the spellcaster can substitute a Spellcasting Focus if the caster has a feature that allows that