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Returning 35 results for 'springs an increases'.
Spells
Player’s Handbook
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity
Attack;Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Magic Items
Dungeon Master’s Guide
campfire with green flames springs forth and burns for 24 hours or until it is extinguished.
41–50
Three Shrieker Fungus;Shrieker Fungi sprout.
51–60
1d4 + 4 bright-pink toads crawl
determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81–90
A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg
Monsters
Quests from the Infinite Staircase
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
the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target has the unconscious condition for 1 hour. If a memory
Spells
Elemental Evil Player's Companion
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it
.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Shocking Grasp
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor
made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Bag of Beans
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
where you are. The statue becomes inanimate after 24 hours.
31-40
A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-50
1d6 + 6 shrieker
potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90
A nest of 1d4 + 3 eggs springs up. Any
Disintegrate
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall
of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shocking Grasp Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from you to a creature that you try to touch
. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shocking Grasp Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from you to a creature that you try to touch
. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shocking Grasp Evocation Cantrip (Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from you to a creature that you try to touch
. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shocking Grasp Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make
reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shocking Grasp Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make
reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Shocking Grasp Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make
reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Shocking Grasp Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make
reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Disintegrate 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a lodestone and a pinch of dust) Duration: Instantaneous A thin green ray springs from your pointing
portion of it. A magic item is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Disintegrate 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a lodestone and a pinch of dust) Duration: Instantaneous A thin green ray springs from your pointing
portion of it. A magic item is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Storm Sphere 4th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A 20-foot-radius sphere of whirling air springs into existence
lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Storm Sphere 4th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A 20-foot-radius sphere of whirling air springs into existence
lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Storm Sphere 4th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A 20-foot-radius sphere of whirling air springs into existence
lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Storm Sphere 4th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute A 20-foot-radius sphere of whirling air springs into existence
lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Disintegrate 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a lodestone and a pinch of dust) Duration: Instantaneous A thin green ray springs from your pointing
portion of it. A magic item is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Disintegrate 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a lodestone and a pinch of dust) Duration: Instantaneous A thin green ray springs from your pointing
portion of it. A magic item is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score
find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with green flames springs forth and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, retaining any magic for 30 days. 81–90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases
of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, retaining any magic for 30 days. 81–90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases
of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, retaining any magic for 30 days. 81–90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases
of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, retaining any magic for 30 days. 81–90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases
of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score
find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with green flames springs forth and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score
find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with green flames springs forth and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score
find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31–40 A campfire with green flames springs forth and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their
weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8. Master of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their
weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8. Master of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
around corpses, or stuck to ossuaries in dark catacombs.
Memory webs feed on memories and require daily sustenance. When a memory web’s prey draws close, the web springs at the creature and wraps it
ability check or attack roll, subtracting the d4 roll from it. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
around corpses, or stuck to ossuaries in dark catacombs.
Memory webs feed on memories and require daily sustenance. When a memory web’s prey draws close, the web springs at the creature and wraps it
ability check or attack roll, subtracting the d4 roll from it. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
sobbing and confessions of regret Enchanted Springs Enchanted springs brim with miraculous waters, whether they tap into magical sources hidden beneath the earth or they’re blessed by eldritch beings
springs, driving off strangers or demanding a worthy price for access to the mystical waters. While many enchanted springs bear the blessings of wild gods or fey beings, some are tainted. These might be