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Returning 35 results for 'specifies of race detect verbal'.
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Monsters
Monster Manual
spellcasting ability (spell save DC 22):
At Will: Detect Thoughts, Dimension Door,Dispel Magic, Hypnotic Pattern 2/Day Each: Mass Suggestion, Modify Memory, Plane Shift
Tongue Twister. The
. Until the curse ends, the target can’t cast spells with a Verbal component, and when it speaks, it says the opposite of what it means.Legendary Action Uses: 3 (4 in Lair). Immediately after
Orc Hand of Yurtrus
Legacy
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Monsters
Volo's Guide to Monsters
save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following
cleric spells prepared:
Cantrips (at-will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good
2nd level (3 slots): blindness
Spirit Naga
Legacy
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Monsters
Basic Rules (2014)
":"Spellcasting"} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of
frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight
Deathlock Wight
Legacy
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Monsters
Tales from the Yawning Portal
Innate Spellcasting. The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:
At will: detect
Bone Naga
Legacy
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Monsters
Monster Manual (2014)
Spellcasting. The naga is a 5th-level spellcaster (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks) that needs only verbal
): detect thoughts, hold person
3rd level (2 slots): lightning boltBite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one creature. Hit
Couatl
Legacy
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Monsters
Basic Rules (2014)
Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying
Magic
Deva
Legacy
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Monsters
Basic Rules (2014)
, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The deva has advantage on saving throws against spells and other magical
Magic Items
Tasha’s Cauldron of Everything
within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells: detect thoughts, intellect fortress, Rary's telepathic bond, sending, telekinesis
your prepared wizard spells with a different spell in the crystal.
When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value.
Magic Items
Acquisitions Incorporated
observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the
cast that spell from the jar: detect evil and good, detect magic, detect poison and disease, find traps, identify, or locate animals or plants. This property of the whisper jar can’t be used again until the next dawn.
Sahuagin Priestess
Legacy
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Monsters
Monster Manual (2014)
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: dancing lights, detect magic, druidcraft, mage armor (self only)
2/day each: faerie fire, gust of wind
, mirror imageFae Counterspell. The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6);{"diceNotation":"3d6
Monsters
Storm King's Thunder
one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control
presided over a court that included representatives of every race of giant, from mighty storm giants to lowly hill giants. He used the power of the Wyrmskull Throne — a gift given to him by his wife
Species
Spelljammer: Adventures in Space
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option
Hexblood
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Species
Van Richten’s Guide to Ravenloft
player, unless the DM rules otherwise.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races
. Alternatively, you can choose a lineage. If you choose a lineage, you might have once been a member of another race, but you aren’t any longer. You now possess only your lineage’s racial traits
Species
Spelljammer: Adventures in Space
Astral Plane can live to be more than 750 years old.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of the game
’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your
Species
Spelljammer: Adventures in Space
glide. Hadozees wrap these wings around themselves to keep warm.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one
of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When
Species
Spelljammer: Adventures in Space
member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability
type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the game’s
Monsters
Curse of Strahd
spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The Abbot has advantage on saving throws against spells and other magical
Dhampir
Legacy
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Species
Van Richten’s Guide to Ravenloft
ancestors.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races. Alternatively, you can choose a lineage. If
you choose a lineage, you might have once been a member of another race, but you aren’t any longer. You now possess only your lineage’s racial traits.
When you create a character using a
Reborn
Legacy
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Species
Van Richten’s Guide to Ravenloft
character is a member of the human race or of one of the game’s fantastical races. Alternatively, you can choose a lineage. If you choose a lineage, you might have once been a member of another race
’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
If you are replacing your race with a lineage, replace
Species
Spelljammer: Adventures in Space
character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation
identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the
Species
Dragonlance: Shadow of the Dragon Queen
example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type.
Life Span
The typical life span of a player character in the D&D
multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of
Species
Spelljammer: Adventures in Space
, determined to find a greater purpose.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s
fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s
Monsters
Eberron: Rising from the Last War
missile, shield, sleep
2nd level (3 slots): blur, detect thoughts, mirror image
3rd level (3 slots): animate dead, counterspell, fireball, fly, lightning bolt
4th level (3 slots): blight, confusion
permanently under her command, following her verbal orders.Illmarrow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Creating Your Character At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races. Alternatively, you can choose one of the following
lineages. If you choose a lineage, you might have once been a member of another race, but you aren’t any longer. You now possess only your lineage’s racial traits. When you create a character using a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Creating Your Character When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races, which include the races presented
in this chapter. If you create a character using a race option presented here, follow these additional rules during character creation. Ability Score Increases When determining your character’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
which jets of flame will erupt, or otherwise detect something that points to a trap’s presence. A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character
Traps in Play When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that
Weight Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Doppelganger I’m a shapechanger. I have none of the traits of the race I’m imitating, but I retain my class features, background, and alignment. I have darkvision out to a range of 60 feet. I can
use an action to do either of the following at will: I can innately cast detect thoughts, requiring no components. My spellcasting ability is Intelligence. The spell’s Wisdom save DC is 8 + my
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
which jets of flame will erupt, or otherwise detect something that points to a trap's presence. A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character
Traps in Play When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
following spells: detect thoughts, intellect fortress,* Rary’s telepathic bond, sending, telekinesis, Tasha’s mind whip,* and Tenser’s floating disk (spells with an asterisk appear in this book). It
different spell in the crystal. When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following
wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
the detect thoughts spell with it. Once you cast shield or detect thoughts with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those
this race). None of these spells require spell components when you cast them with this trait. Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Archmage Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
12(+1
self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
open, and so on. This entry specifies what the trap targets, its attack bonus or saving throw DC, and what happens on a hit or a failed saving throw. Countermeasures. Traps can be detected or
defeated in a variety of ways by using ability checks or magic. This entry in a trap’s description gives the means for counteracting the trap. It also specifies what happens, if anything, on a failed attempt