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Returning 35 results for 'specified of reach down variants'.
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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
Monsters
Spelljammer: Adventures in Space
Defile (if available).
Claw. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1
.
Ssurran
Ssurran are lizardfolk who have adapted to life in arid climates and in Wildspace. You can use the lizardfolk stat blocks in the Monster Manual to represent them, in addition to the variants described below.Necrotic
Monsters
Spelljammer: Adventures in Space
","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Javelin. Melee or Ranged
Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage
Antipathy/Sympathy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Monsters
Guildmasters’ Guide to Ravnica
armor
1/day each: clairvoyance, locate objectQuarterstaff. Melee Weapon Attack: +1;{"diceNotation":"1d20+1","rollType":"to hit","rollAction":"Quarterstaff"} to hit, reach 5 ft., one target. Hit: 2
people. Chaos can only destroy, and her visions are a tool to ensure that society can live in safety in all variants of the future.
Animal Messenger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
-Elf Variants
Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:
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.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Cattle There are many kinds of cattle, from common oxen to more unusual, magical variants. Use the cow stat block to represent them, with the changes noted below. Cow
Large beast, unaligned
Armor
damage.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
[Tooltip Not Found]
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->Sword Coast Adventurer’s Guide
lady of fortune” (Tymora) — an indication, tieflings say, that one’s outward appearance and bloodline are less important to the gods than the heart and soul within. TIEFLING VARIANTS
Since not all
tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character, although
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.
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.
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.
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->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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (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
you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared. Draconic Spells Sorcerer Level Spells 3 Alter Self, Chromatic Orb
Sorcerer Subclass A Sorcerer subclass is a specialization that grants you features at certain Sorcerer levels, as specified in the subclass. This section presents the Draconic Sorcery subclass
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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 destination before the spell ends, the message is lost, and the Beast