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Returning 35 results for 'spells choosing'.
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Spells
Player’s Handbook
decide what sort of security the spell provides, choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded
area appears dark and foggy, preventing vision (including Darkvision) through it.
Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
Backgrounds
Guildmasters’ Guide to Ravnica
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
leave the Dimir and join this guild, but there is no escaping the Dimir.
8
I chose this guild at random or on a lark.
Dimir Guild Spells
Prerequisite: Spellcasting or Pact Magic class
Monsters
Eberron: Rising from the Last War
gold pieces is 20 times the spell’s level. These components are consumed when the ritual is finished. The magewright knows the following spells:
At will: mage hand, prestidigitation
Rituals
than a typical spellcaster, a magewright is dedicated to learning a handful of spells, and magewrights cast their non-cantrip spells as rituals — even spells that can’t normally be cast in
Monsters
Baldur’s Gate: Descent into Avernus
Legendary Resistance (3/Day). If Kostchtchie fails a saving throw, he can choose to succeed instead.
Magic Resistance. Kostchtchie has advantage on saving throws against spells and other magical
effects.
Innate Spellcasting. Kostchtchie's innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components:
At will: command
Monsters
Mordenkainen Presents: Monsters of the Multiverse
resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever choosing this benefit).
Speed. The transmuter’s walking speed is increased by 10 feet.Multiattack. The
following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: light, message, prestidigitation
2/day each: fireball, hold person, knock, mage armor, polymorph, slow
1
Monsters
Guildmasters’ Guide to Ravnica
following spells, requiring no material components:
At will: detect thoughts, encode thoughts (see chapter 2), freedom of movement, vicious mockery (4d4;{"diceNotation":"4d4","rollType":"damage
disadvantage on the next attack roll it makes before Lazav's next turn.Lazav can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and
Monsters
Strixhaven: A Curriculum of Chaos
, it hovers there until the start of the archaic’s next turn, at which time gravity returns to normal and the creature falls.
Spellcasting. The archaic casts one of the following spells
with spell attacks, spell save DC 22), requiring no material components and choosing the spell’s targets.The archaic can take 3 legendary actions, choosing from the options below. Only one
Monsters
Guildmasters’ Guide to Ravnica
Legendary Resistance (3/Day). If Niv-Mizzet fails a saving throw, he can choose to succeed instead.
Locus of the Firemind. Niv-Mizzet can maintain concentration on two different spells at the same
time. In addition, he has advantage on saving throws to maintain concentration on spells.
Magic Resistance. Niv-Mizzet has advantage on saving throws against spells and other magical effects.
Master
Monsters
Tomb of Annihilation
Magic Resistance. The atropal has advantage on saving throws against spells and other magical effects.
Negative Energy Aura. Creatures within 30 feet of the atropal can't regain hit points, and any
to 0 hit points or when its summoner dies.The atropal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Spellcasting (Psionics). The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
At will: mage hand
melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.The githyanki can take 3 legendary actions, choosing from the options below. Only one
Monsters
Guildmasters’ Guide to Ravnica
Legendary Resistance (3/Day). If Aurelia fails a saving throw, she can choose to succeed instead.
Magic Resistance. Aurelia has advantage on saving throws against spells and other magical
moved nor knocked prone.Aurelia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn
Monsters
Waterdeep: Dungeon of the Mad Mage
spell 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
damage on a failed save, or half as much damage on a successful one.Muiral can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only
Monsters
Guildmasters’ Guide to Ravnica
sincerity have disadvantage.
Legendary Resistance (3/Day). If Isperia fails a saving throw, she can choose to succeed instead.
Magic Resistance. Isperia has advantage on saving throws against spells and
":"Spellcasting"} to hit with spell attacks). Isperia has the following cleric spells prepared:
Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy
1st level (4 slots): command
Monsters
Eberron: Rising from the Last War
). Mordakhesh can innately cast the following spells, requiring no material components:
At will: chromatic orb (see “Actions” below), detect thoughts, disguise self
1/day each: banishing smite
, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing
Limited Magic Immunity. Mordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be
Monsters
Guildmasters’ Guide to Ravnica
Intelligence (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no material components to cast its spells. The
sphinx has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, message
1st level (4 slots): command, ensnaring strike, shield
2nd level (3 slots): calm emotions, hold person
Monsters
Guildmasters’ Guide to Ravnica
Legendary Resistance (3/Day). If Jarad fails a saving throw, he can choose to succeed instead.
Magic Resistance. Jarad has advantage on saving throws against spells and other magical effects
","rollAction":"Spellcasting"} to hit with spell attacks). Jarad has the following wizard spells prepared:
Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation
1st
Monsters
Strixhaven: A Curriculum of Chaos
spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 24):
1/day each: divination, enlarge/reduce, mirage arcane (as an action), polymorph, scrying
(as an action), seeming
Teleport. Tanazir teleports to an unoccupied space she can see within 100 feet of herself.Tanazir can take 3 legendary actions, choosing from the options below. Only one
Monsters
Guildmasters’ Guide to Ravnica
attacks). The lich has the following wizard spells prepared:
Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation
1st level (4 slots): chromatic orb, magic missile
take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Shortbow", "rollDamageType":"piercing"} piercing damage.The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
they fear us!”
6
“Weapons drawn! Spells at the ready!”
7
“To the Abyss with them!”
8
“You know what to do!”
Monsters
Vecna: Eve of Ruin
Legendary Resistance (3/Day). If the false lich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The false lich has advantage on saving throws against spells and magical
affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The false lich casts one of the following spells, requiring no
Monsters
Guildmasters’ Guide to Ravnica
throws against spells and other magical effects.
Spellcasting. Zegana is a 15th-level Simic spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType
":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): acid splash, druidcraft, ray of frost, shape water
1st level (4
Monsters
Guildmasters’ Guide to Ravnica
innately cast the following spells, requiring no material components:
At will: calm emotions, command, compelled duel
Mount. If the archon isn’t mounted, it can use a bonus action to
on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If the molydeus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The molydeus has advantage on saving throws against spells and other magical
following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22):
At will: dispel magic, polymorph, telekinesis, teleport
3/day: lightning boltThe
Monsters
Strixhaven: A Curriculum of Chaos
;t being worn or carried take the damage and are pushed as if they were creatures that failed the saving throw.
Spellcasting. Velomachus casts one of the following spells, requiring no material
legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Velomachus regains spent legendary actions
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If the molydeus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The molydeus has advantage on saving throws against spells and other magical
following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22):
At will: dispel magic, polymorph, telekinesis, teleport
3/day: lightning bolt
Monsters
Phandelver and Below: The Shattered Obelisk
.
Magic Resistance. The refraction has advantage on saving throws against spells and other magical effects.Multiattack. The refraction makes two Dissonant Claw attacks.
Dissonant Claw. Melee Weapon
saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). The refraction casts one of the following spells, requiring no spell components and using
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or
Monsters
Guildmasters’ Guide to Ravnica
Innate Spellcasting. Trostani’s innate spellcasting ability is Wisdom (spell save DC 24). She can innately cast the following spells, requiring no material components:
At will: dispel magic
fails a saving throw, she can choose to succeed instead.
Magic Resistance. Trostani has advantage on saving throws against spells and other magical effects.
Magic Weapons. Trostani’s weapon
Monsters
Baldur’s Gate: Descent into Avernus
spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: dispel magic, hold monster
Resistance. Bel has advantage on saving throws against spells and other magical effects.
Magic Weapons. Bel’s weapon attacks are magical.Multiattack. Bel makes three attacks: two with his
Monsters
Eberron: Rising from the Last War
throws against spells and other magical effects.
Spellcasting. The councilor is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to
hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, mending, sacred flame, spare the dying, thaumaturgy
1st
Monsters
Vecna: Eve of Ruin
.
Legendary Resistance (3/Day). If Miska fails a saving throw, he can choose to succeed instead.
Magic Resistance. Miska has advantage on saving throws against spells and other magical effects.
Spider
.
Spellcasting. Miska casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: Disguise Self, Invisibility, Mage Hand
Monsters
Princes of the Apocalypse
innately cast the following spells, requiring no material components:
At will: meld into stone, move earth, wall of stone
Legendary Resistance (3/Day). If Ogrémoch fails a saving throw, he can
choose to succeed instead.
Magic Resistance. Ogrémoch has advantage on saving throws against spells and other magical effects.
Siege Monster. Ogrémoch deals double damage to objects and
Monsters
Tales from the Yawning Portal
Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire
of 1st level or higher.Var can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Var
Monsters
Waterdeep: Dungeon of the Mad Mage
innately cast the following spells, requiring no material components:
1/day each: alarm, detect magic, gaseous form, misty step, passwall, see invisibilityMultiattack. The dragon can use its Frightful
much damage on a successful one.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another