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Returning 35 results for 'starting casting'.
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standing casting
starting calling
backgrounds
your desire to become something more than mortal.
Night Stalker Trinkets. When you make your character, you can roll once on the Night Stalker Trinkets table instead of on the normal starting
raving
3
A knife made from a massive creature’s claw
4
A casting of a monstrous footprint
5
A hide or pelt from a vicious beast
6
A glass eye that normal animals shy away from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square
starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check. Spell Resistance Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
closed. Abjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. Arcane Ward Starting at 2nd
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check. Spell Resistance Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
closed. Abjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. Arcane Ward Starting at 2nd
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. Portent Starting at 2nd level when you choose this school, glimpses of the
once. When you finish a long rest, you lose any unused foretelling rolls. Expert Divination Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. Portent Starting at 2nd level when you choose this school, glimpses of the
once. When you finish a long rest, you lose any unused foretelling rolls. Expert Divination Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one
. Interrupting the Rest. A Long Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage 1 hour of walking or other physical exertion If you
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at
. Languages. You can speak, read, and write Common and Primordial. SPELL: WALL OF WATER
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one
. Interrupting the Rest. A Long Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage 1 hour of walking or other physical exertion If you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one
. Interrupting the Rest. A Long Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage 1 hour of walking or other physical exertion If you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sleep 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical
points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling
ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sleep 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical
points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sleep 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical
points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sleep 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical
points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
activity, such as reading, talking, eating, or standing watch. During sleep, you have the Unconscious condition. After you finish a Long Rest, you must wait at least 16 hours before starting another one
. Interrupting the Rest. A Long Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage 1 hour of walking or other physical exertion If you
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
speed of 30 feet. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at
. Languages. You can speak, read, and write Common and Primordial. SPELL: WALL OF WATER
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Proficiencies When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice). Voice of Authority Starting at 1st
Divinity: Order’s Demand Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Proficiencies When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice). Voice of Authority Starting at 1st
Divinity: Order’s Demand Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
navigator’s tools, you can roll a d4 and add the number rolled to the ability check. Storm’s Boon. You have resistance to lightning damage. Headwinds. You know the gust cantrip. Starting at 3rd level, you
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
navigator’s tools, you can roll a d4 and add the number rolled to the ability check. Storm’s Boon. You have resistance to lightning damage. Headwinds. You know the gust cantrip. Starting at 3rd level, you
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.) Tempestuous Magic Starting at 1st level, you can use a bonus action on
provoking opportunity attacks. Heart of the Storm At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.) Tempestuous Magic Starting at 1st level, you can use a bonus action on
provoking opportunity attacks. Heart of the Storm At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or
casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Slayer Magic, Hunter’s Sense, Slayer’s Prey 7th Supernatural Defense 11th Magic-User’s Nemesis 15th Slayer’s Counter Monster Slayer Magic Starting at 3rd level, you learn an additional spell when you
of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. Slayer’s Prey Starting at 3rd level, you can focus your ire on one foe
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Slayer Magic, Hunter’s Sense, Slayer’s Prey 7th Supernatural Defense 11th Magic-User’s Nemesis 15th Slayer’s Counter Monster Slayer Magic Starting at 3rd level, you learn an additional spell when you
of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. Slayer’s Prey Starting at 3rd level, you can focus your ire on one foe
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or
casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. Malleable Illusions
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. Malleable Illusions
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for