Command dnd 5e wikidot. This paladin spell list includes optional spells ava...

To maintain the control of the creature for another 24

Mass Suggestion. Source: Player's Handbook. 6th-level enchantment. Casting Time: 1 action. Range: 60 feet. Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Duration: 24 hours. You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice ...Casting Time: 1 action. Range: 60 feet. Components: V, S. Duration: Concentration, up to 1 minute. You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes.To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell ...A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes. Source: Explorer's Guide to Wildemount.Suggestion. Source: Player's Handbook. 2nd-level enchantment. Casting Time: 1 action. Range: 30 feet. Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours. You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see ...Suggestion. Source: Player's Handbook. 2nd-level enchantment. Casting Time: 1 action. Range: 30 feet. Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours. You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see ...Command. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects ...The goblin empire scattered the ore tribes and forced them into harsh and unwanted lands: the swamps of the Shadow Marches, the Demon Wastes, and the depths of the Ironroot Mountains. But in the Shadow Marches, the ores learned the secrets of druidic magic from the dragon Vvaraak, becoming the first of the Gatekeepers.Eberron - Rising from the Last War. Shifters are sometimes called the weretouched, as many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic features - a state they call shifting.This wizard spell list includes optional spells available from Tasha's Cauldron of Everything. For the wizard spell list without optional spells, see Core Wizard Spell List. Cantrip. 1st Level. 2nd Level. 3rd Level. 4th Level. 5th Level. 6th Level.This wizard spell list includes optional spells available from Tasha's Cauldron of Everything. For the wizard spell list without optional spells, see Core Wizard Spell List. Cantrip. 1st Level. 2nd Level. 3rd Level. 4th Level. 5th Level. 6th Level.Ranger: Drakewarden. Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing ...Mystic. Mystics shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Mystics are incredibly rare, and most prefer to keep the nature of their abilities secret. Using their inner, psychic strength, they can read minds, fade into invisibility, transform ...The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target ...Casting Time: 1 action. Range: 60 feet. Components: V. Duration: Concentration You speak a one-word command to all undead creatures you can see within range. Any target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is living, if it doesn’t understand your language, or if ...Inflict Wounds. Source: Player's Handbook. 1st-level necromancy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Spell Lists.Whois is a command that searches the "who is" database for information on the owner of a particular domain name. The information provided can include the contact name, address, ema...Branding Smite. Source: Player's Handbook. 2nd-level evocation. The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot ...Range: 120 feet. Components: V, S, M (a drop of molasses) Duration: Concentration, up to 1 minute. You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a -2 penalty ...Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce 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 spells using any spell slots you have of the appropriate level.Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. attuned dmg ...This ranger spell list includes optional spells available from Tasha's Cauldron of Everything. For the ranger spell list without optional spells, see Core Ranger Spell List. 1st Level. 2nd Level. 3rd Level. 4th Level. 5th Level. Spell Name. School.Message. Source: Player's Handbook. Transmutation cantrip. Casting Time: 1 action. Range: 120 feet. Components: V, S, M (a short piece of copper wire) Duration: 1 round. You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.Summon Beast. Source: Tasha's Cauldron of Everything. 2nd-level conjuration. Casting Time: 1 action. Range: 90 feet. Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp) Duration: Concentration, up to 1 hour. You call forth a bestial spirit. It manifests in an unoccupied space that you can see ...Discover the power and variety of magic weapons in DND 5th Edition, from swords to firearms, and their properties and sources.An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect. Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you.Ring of Fire Elemental Command. You can expend 2 of the ring's charges to cast Dominate Monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: You are immune to fire ...Revivify. Source: Player's Handbook. 3rd-level necromancy. You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. Spell Lists.Duration: 8 hours. A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures.When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object's mouth.Range: 5 feet. Components: V, S. Duration: Concentration, up to 8 hours. You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence. When the hand appears, you name one major landmark ...Duration: 1 hour. An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.Wondrous item, uncommon. This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you ...Range: 120 feet. Components: V, S, M (a drop of molasses) Duration: Concentration, up to 1 minute. You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a -2 penalty ...Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When …When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn ...This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 ...Suggestion. Source: Player's Handbook. 2nd-level enchantment. Casting Time: 1 action. Range: 30 feet. Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours. You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see ...Background: Orzhov Representative. The prospect of immense wealth is the promise of membership in the Orzhov Syndicate. All of the guild's endeavors channel wealth from Ravnican society into the ranks of the Orzhov - and concentrates the spoils at the top of the hierarchy. As a functionary in that system, your best hope is to claim as much as ...Wondrous item, rare. This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack ...When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object's mouth.Wondrous item, rare (requires attunement) This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the Speak with Plants spell ...A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level.Casting Time: 1 action. Range: 60 feet. Components: V. Duration: 1 round. Classes: Cleric, Paladin. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn.Discover the power and variety of magic weapons in DND 5th Edition, from swords to firearms, and their properties and sources.This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. attuned dmg uncommon weapon.Mirror Image. Source: Player's Handbook. 2nd-level illusion. Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.Vicious Mockery. Source: Player's Handbook. Enchantment cantrip. Casting Time: 1 action. Range: 60 feet. Components: V. Duration: Instantaneous. You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving ...Heroism. Source: Player's Handbook. 1st-level enchantment. A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining ...Silence. Source: Player's Handbook. 2nd-level illusion (ritual) Casting Time: 1 action. Range: 120 feet. Components: V, S. Duration: Concentration, up to 10 minutes. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the ...Components: V, S, M (a pinch of powdered iron or iron filings) Duration: Concentration, up to 1 hour. A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane.This wiki hosts DND 5e content that is setting-specific, play-test content, or unofficial 'homebrew' content. Some content found on this page may not be suitable for play at …1st-level enchantment. You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.Telekinetic. Source: Tasha's Cauldron of Everything. You learn to move things with your mind, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible.Wondrous item, rare (requires attunement) This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the Speak with Plants spell ...Wild Magic Surge. Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect.Background: Hillsfar Merchant. Before becoming an adventurer, you were a successful merchant operating out of Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship, and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast.The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the ...Source: Dungeon Master's Guide. Ring, legendary (requires attunement) While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a ...This warlock spell list includes optional spells available from Tasha's Cauldron of Everything. For the warlock spell list without optional spells, see Core Warlock Spell List. Cantrip. 1st Level. 2nd Level. 3rd Level. 4th Level. 5th Level. 6th Level.Suggestion. Source: Player's Handbook. 2nd-level enchantment. Casting Time: 1 action. Range: 30 feet. Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours. You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see ...Brooch of Shielding. Source: Dungeon Master's Guide. Wondrous item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the Magic Missile spell. attuned dmg uncommon wondrous-item.You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Spell Lists.Source: Dungeon Master's Guide. Wondrous item, uncommon. This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet ...Blight. Source: Player's Handbook. 4th-level necromancy. Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one.At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell. You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this trait at will, as normal.Components: V, S. Duration: Instantaneous. You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the ...Powered by Wikidot.com Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License Other interesting sitesAbsorb Elements. Source: Xanathar's Guide to Everything. 1st-level abjuration. Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage. Range: Self. Components: S. Duration: 1 round. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When …Fighter. Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face. You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.Artificer: Artillerist. An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the ...They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops. Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length.A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.Background: Hillsfar Merchant. Before becoming an adventurer, you were a successful merchant operating out of Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship, and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast.Bard: College of Swords. Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.Spells from the school of enchantment affect the minds of others, influencing or controlling their behavior. This school includes the spells charm person and mind fog. Cantrip. 1st Level. 2nd Level. 3rd Level. 4th Level. 5th Level. 6th Level.Wings of Flying. Source: Dungeon Master's Guide. Wondrous item, rare (requires attunement) While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet.Detect Magic. Source: Player's Handbook. 1st-level divination (ritual) Casting Time: 1 action. Range: Self. Components: V, S. Duration: Concentration, up to 10 minutes. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature ...Range: 120 feet. Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1 minute. A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.Mounts and Vehicles. Source: Player's Handbook. A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity. An animal pulling a carriage, cart, chariot, sled, or wagon ...You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.. Clairvoyance. Source: Player's Handbook. Warlock: The Fiend. You have made a pact with a An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect. Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you.Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies. Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and ... Mobile. Source: Player's Handbook. You are exceptionally speed Description. 1st-level enchantment. Casting Time: 1 action. Range: 60 feet. Components: V. Duration: 1 round. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn.Cleric. Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class. 1st-level Enchantment. You speak a one-word command ...

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