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Returning 35 results for 'spell of rage draws visions'.
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Magic Items
Dungeon Master’s Guide
’s authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it
maximum of 24. You can’t gain this benefit from the book more than once.
Enlightened Magic. After you spend the requisite amount of time reading and studying the book, any spell slot you expend to
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
through visions or dreams when the wielder is either in a trance or asleep.
Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it
Monsters
Eberron: Forge of the Artificer
one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At Will: Elementalism, Gust of Wind, ThunderwaveFeather Fall (2/Day). The scion casts Feather Fall in
response to that spell’s trigger, using the same spellcasting ability as Spellcasting.The Khoravar dragonmarked scions of House Lyrandar include swashbuckling sky captains, seafaring adventurers, and
Magic Items
Ravenloft: The Horrors Within
space outside of the Shadowlands, your Attunement immediately ends and Ebonbane teleports to somewhere in Shadowborn Manor.
Insatiable Rage. The sword demands destruction. If the sword hasn’t
, as if by the Dominate Monster spell, and the sword demands the blood of a Celestial or a Humanoid. The spell effect ends when the sword’s demand is met.
Magic Weapon. You gain a +3 bonus to
Monsters
Forgotten Realms: Adventures in Faerûn
dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Shapechange (Beast or Humanoid form
only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave
1/Day: Legend Lore (as an action)
Time-Warping Breath
Monsters
Forgotten Realms: Adventures in Faerûn
. Sammaster casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21, +13;{"diceNotation":"1d20+13", "rollType":"to hit
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Blight, Detect Magic, Dispel Magic, Mage Hand, Prestidigitation, Ray of Sickness (level 6 version)
2/Day Each: Dimension Door
Monsters
Forgotten Realms: Adventures in Faerûn
following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21):
At Will: Cone of Cold, Detect Magic, Dispel Magic, Invisibility, Mage Hand
response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3. Immediately after another creature’s turn, Sammaster can expend a use to take one of
Monsters
Forgotten Realms: Adventures in Faerûn
turn.
Spellcasting. Zlan casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 19):
At Will: Detect Magic, Detect
Thoughts, Dispel Magic, Mage Hand, Message
2/Day Each: Dimension Door, Fly, Scrying
1/Day Each: Befuddlement, DisintegrateCounterspell. Zlan casts Counterspell in response to the spell’s trigger
Monsters
Forgotten Realms: Adventures in Faerûn
.
Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 22):
At Will: Detect Magic, Shapechange
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave (level 2 version)
1/Day Each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Those who don’t shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a
fails to heed Vaprak’s visions, injuries the frost giant sustains heal wrong, resulting in discolored skin; warty scars; and vestigial body parts, such as extra digits, limbs, and even heads. The
Night Hag
Legacy
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Monsters
Basic Rules (2014)
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks
). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic
Monsters
Acquisitions Incorporated
slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Scroll Service (1/Day). As an action, the documancer draws a spell scroll from its documancy satchel. The
Divine Eminence. As a bonus action, Dagdra can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Divine
Backgrounds
Strixhaven: A Curriculum of Chaos
any other field—you have grand visions of bringing your art to life in a fusion of magic and creativity.
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: One type of
Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Monsters
Quests from the Infinite Staircase
hours in a telepathic deluge. Hazy, dreamlike visions of these discharged memories lodge in the minds of creatures up to 120 feet from the memory web.Ensnare. Melee Weapon Attack: +5;{"diceNotation
draws close, the web springs at the creature and wraps it in sticky, cord-like fibers. The web then drains its victim’s memories, sapping the creature’s life force in the process. A memory web
Night Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks
the following spells from the wizard’s spell list but must share the spell slots among themselves:
1st level (4 slots): identify, ray of sickness
2nd level (3 slots): hold person, locate object
monsters
", "rollAction":"Radiant Flame", "rollDamageType":"Radiant"} Radiant damage, and the target has the Blinded condition until the start of Madam Eva’s next turn.
Apocalyptic Visions (Recharge 5–6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Apocalyptic Visions"}. Wisdom Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point Madam Eva can see within 120
Magic Items
Legendary Magic Items
Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger
, the target takes an extra 3d12 necrotic damage.
A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell.
Monsters
Mythic Odysseys of Theros
ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells
, requiring no material components:
At will: guidance, light, thaumaturgy
3/day each: bless, guiding bolt, healing word, hold person
1/day each: augury, scryingEldritch Touch. Melee Spell Attack: +5
Spells
Tasha’s Cauldron of Everything
You and up to eight willing creatures within range fall unconscious for the spell’s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or
Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically
Monsters
Princes of the Apocalypse
take no other lair actions while concentrating on a spell cast as a lair action.
If Aerisi casts invisibility using this lair action, she also draws the power of the air node into herself. By doing so, she regains 15 (3d8 + 2);{"diceNotation":"3d8+2","rollType":"roll"} hit points.Lightning
.
Spellcasting. Aerisi is an 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with
Backgrounds
Guildmasters’ Guide to Ravnica
ruins. You are part of a savage society that clings desperately to the Old Ways — attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization
Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Gruul Guild Spells
Monsters
Icewind Dale: Rime of the Frostmaiden
Spellcasting. Mjenir is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell
have begun to experience dreams and visions. One such person is Mjenir, a fifty-year-old shaman of the Reghed Elk Tribe, who received a vision about the characters' journey to the Reghed Glacier
Magic Items
Strixhaven: A Curriculum of Chaos
.
At any time during your turn, the orb can cast the suggestion spell (save DC 17), targeting you or one other creature that touched the orb within the last 24 hours. This isn’t a power of the
or slap it awake.
Visions of Terror. The cursed creature sees terrifying visions, causing it to view all creatures that aren’t also cursed as dangerous monsters for 10 minutes. The cursed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Scimitar", "rollDamageType":"slashing"} slashing damage.
Spectral Fangs. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Spectral Fangs"} to
spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success or taking 11 (2d10
Monsters
The Book of Many Things
"} to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Beak", "rollDamageType":"piercing"} piercing damage, and if the target has any spell
effects on itself or any magic items in its possession, the target must make a DC 15 Charisma saving throw. On a failed save, a random spell effect on the target ends. If the target has no spell effects
Monsters
Journeys through the Radiant Citadel
"} radiant damage.
Disorienting Futures. The pari attempts to flood the mind of one creature it can see within 60 feet of itself with visions of the future. The target must succeed on a DC 19 Wisdom saving
of the pari’s next turn.
Spellcasting. The pari casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will
Monsters
Princes of the Apocalypse
Vanifer fails a saving throw, she can choose to succeed instead.
Spellcasting. Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8;{"diceNotation":"1d20+8
","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Vanifer knows the following sorcerer spells:
Cantrips (at will): chill touch, fire bolt, friends, mage hand, message
Magic Items
Bigby Presents: Glory of the Giants
This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer’s fury to strike opponents with vicious terror
rolled.
Invoking the Rune. As an action, you can invoke the crown’s rune to cast the fear spell (save DC 15) with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn.
Aasimar
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Species
Volo's Guide to Monsters
receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.
Each aasimar can count a specific
prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had
Monsters
Eberron: Rising from the Last War
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: detect magic, disguise self
target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Nightmare Touch. Melee Spell Attack: +7;{"diceNotation":"1d20+7
Monsters
Eberron: Rising from the Last War
(spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite
Tulkhesh regains spent legendary actions at the start of his turn.
Attack. Rak Tulkhesh makes one weapon attack.
End Magic (Costs 2 Actions). Rak Tulkhesh casts dispel magic.
Provoke Rage (Costs 3 Actions
Monsters
Eberron: Rising from the Last War
surrounding magic, from malevolent warlocks to mad wizards, from deadly curses to magical power that draws those who wield it deeper into darkness.
Sul Khatesh is subtler than the Rage of War. She
Innate Spellcasting. Sul Khatesh's spellcasting ability is Intelligence (spell save DC 26, +18;{"diceNotation":"1d20+18","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell
Monsters
Candlekeep Mysteries
gingwatzim reverts to its true form and then vanishes.A gingwatzim is a peculiar form of life created by a spell or a ritual. The magic that brings it into being draws on spirit energy from the
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Ghastly Visions. Each creature that starts its turn within 30 feet of the dream eater must make a DC 16 Wisdom saving throw. On a failed save, the creature is frightened of the dream eater until the
start of the creature’s next turn. If a creature’s saving throw is successful, the creature is immune to this dream eater’s Ghastly Visions trait for the next 24 hours.
Incorporeal