Command dnd 5e wikidot. 1st-level enchantment. You whisper a discordant melo...

Wild Magic Surge. Starting when you choose this origin at 1st

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 ...Hellish Rebuke. Source: Player's Handbook. 1st-level evocation. You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels.Size. Loxodons are between 7 and 8 feet (≈2.5 meters) tall and weigh between 300 (130kg) and 400 pounds (181kg). Your size is Medium. Speed. Your base walking speed is 30 feet. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Loxodon Serenity.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.Source: Dungeon Master's Guide. Weapon (trident), uncommon (requires attunement) 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.Casting Time: 1 action. Range: 90 feet. Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid) Duration: Concentration, up to 1 minute. Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.Components: V,S. Duration: Concentration, up to 1 minute. The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 ...Teleport. Source: Player's Handbook. 7th-level conjuration. This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can ...The DM has final say on such a curse's effect. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours.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.Components: V, S, M (a drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes. Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the ...Shocking Grasp. Source: Player's Handbook. Evocation cantrip. 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 ...Wizard. Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more. You must have an Intelligence score of 13 or higher in order to ...Major Image. Source: Player's Handbook. 3rd-level illusion. Casting Time: 1 action. Range: 120 feet. Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes. You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see ...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 ...Components: V, S. Duration: Concentration, up to 1 hour. You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.Lucky. Source: Player's Handbook. You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the ...Compulsion. Source: Player's Handbook. 4th-level enchantment. Casting Time: 1 action. Range: 30 feet. Components: V, S. Duration: Concentration, up to 1 minute. Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed.Source: Player's Handbook. 3rd-level abjuration. Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.Minor Illusion. Source: Player's Handbook. Illusion cantrip. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a ...The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until ...Thunderwave. Source: Player's Handbook. 1st-level evocation. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much ...V. Duration. 1 Round. School. Enchantment. Attack/Save. WIS Save. Damage/Effect. Prone. 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.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.Tenets of Conquest. A paladin who takes this oath has the tenets of conquest seared on the upper arm. Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire. Rule with an Iron Fist.Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour. A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.Enthrall. Source: Player's Handbook. 2nd-level enchantment. Casting Time: 1 action. Range: 60 feet. Components: V, S. Duration: 1 minute. You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on ...Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law. Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. Darkvision.Wikidot.com.wikidot.com Share on. Explore » D&D 5th Edition A Basic Wiki. About ; Layout ; Membership ; User Guide ; Help Docs . User Guide; First Time User; Quick Reference; Creating Pages; Editing Pages; ... • Command • Compelled Duel • Ceremony • Cure Wounds • Detect Evil and GoodDuration: Concentration, up to 10 minutes. The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is ...A monk following the Way of the Living Weapon pursues physical perfection, honing their body as a smith sharpens a sword. Its traditions are drawn from cultures of shapeshifters and creatures who fight with tooth and claw. These are a few of the martial techniques that have evolved into the Way of the Living Weapon.The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table. Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those ...Tongues. Source: Player's Handbook. 3rd-level divination. Casting Time: 1 action. Range: Touch. Components: V, M (a small clay model of a ziggurat) Duration: 1 hour. This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and ...From Player's Handbook, page 223. 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. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is ...Spellcasting. The weapon has 5 charges. You can use a bonus action and expend 1 or more of its charges to cast one of the following spells (save DC 16): Command (1 charge), Zone of Truth (2 charges), Compulsion (4 charges), Banishment (4 charges), or Dominate Person (5 charges). The weapon regains 1d4 expended charges daily at dawn.Flame Tongue. Source: Dungeon Master's Guide. Weapon (any sword), rare (requires attunement) You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 ...Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its ...War Caster. Source: Player's Handbook. Prerequisite: The ability to cast at least one spell. You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.Range: 30 feet. Components: V, S, M (a small silver mirror) Duration: 1 minute. You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or ...Wikidot.com.wikidot.com Share on. Explore » D&D 5th Edition A Basic Wiki. About ; Layout ; Membership ; User Guide ; Help Docs . User Guide; First Time User; Quick Reference; Creating Pages; Editing Pages; ... • Command • Compelled Duel • Ceremony • Cure Wounds • Detect Evil and GoodIdentify. Source: Player's Handbook. 1st-level divination (ritual) You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any.Druid: Circle of the Shepherd. Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty ...The warforged were built to fight in the Last War. The first warforged were mindless automatons, but House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced fully sentient soldiers, blending organic and inorganic materials. Warforged are made from wood and metal, but they can feel pain …Range: 60 feet. Components: V. Duration: Instantaneous. As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels.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.Sorcerer: Storm Sorcery. Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures ...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.Casting Time: 1 action. Range: Unlimited. Components: V, S, M (a pair of linked silver rings) Duration: 24 hours. You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.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.Fighter: Samurai. The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai's resolve is nearly unbreakable, and the enemies in a samurai's path have two choices: yield or die fighting. Source: Xanathar's Guide to Everything.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.Misty Step. Source: Player's Handbook. 2nd-level conjuration. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Instantaneous. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. Spell Lists.Casting Time: 1 hour. Range: Touch. Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) Duration: Instantaneous (see below) You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.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 follow.This paladin spell list includes optional spells available from Tasha's Cauldron of Everything, as well as spells from Unearthed Arcana. For the paladin spell list without optional spells, see Core Paladin Spell List. 1st Level. 2nd Level. 3rd Level.You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage. At Higher Levels. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Pole of Angling. Source: Xanathar's Guide to Everything. Wondrous item, common. While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. common wondrous-item xge.Background: Guild Artisan. You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the ...From Player's Handbook, page 223. 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. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is ...Range: Self. Components: V, S. Duration: 1 round. You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Spell Lists. Bard, Sorcerer, Warlock, Wizard.Heroes' Feast. Source: Player's Handbook. 6th-level conjuration. You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.Shocking Grasp. Source: Player's Handbook. Evocation cantrip. 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 ...The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality. Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Natural Athlete.Shield of Faith. Source: Player's Handbook. 1st-level abjuration. Casting Time: 1 bonus action. Range: 60 feet. Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes. A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for ...Druid. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will. You must have a Wisdom score of 13 or higher in order to multiclass in or ...Plant Growth. Source: Player's Handbook. 3rd-level transmutation. Casting Time: 1 action or 8 hours. Range: 150 feet. Components: V, S. Duration: Instantaneous. This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.From Player's Handbook, page 223. 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. The spell has no effect if the target is undead, if it doesn't …Wizard: School of Enchantment. As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their ...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.May 12, 2024. |. Time to read 11 min. Welcome to the ultimate guide to Command 5e in Dungeons and Dragons 5th edition! If you're looking to master the art of manipulation …Druid. Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will. You must have a Wisdom score of 13 or higher in order to multiclass in or ...Flame Tongue. Source: Dungeon Master's Guide. Weapon (any sword), rare (requires attunement) You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 ...Artificer Infusions. Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level.Range: Self. Components: V, S. Duration: Concentration, up to 1 minute. The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.Source: Dungeon Master's Guide. Weapon (trident), uncommon (requires attunement) 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.Android: Google’s voice commands are pretty amazing. The one catch is that you need an internet connection to use them. Now, however, some of them work even when you’re offline. An...The DM has final say on such a curse's effect. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours.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.The command line can be quite powerful, but typing in long commands and file paths gets tedious pretty quickly. Here are some shortcuts that will have you running long, tedious, or...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 ...Casting Time: 1 action. Range: Unlimited. Components: V, S, M (a pair of linked silver rings) Duration: 24 hours. You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).The Weapons tables below show the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a ...Druid: Circle of Wildfire. Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing ...Phandelver and Below - The Shattered Obelisk. PoA. Princes of the Apocalypse. RoT. The Rise of Tiamat. SAS. Spelljammer: Adventures in Space. SCC. Strixhaven: A Curriculum of Chaos.At 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or ...Range: Self. Components: V, S. Duration: Concentration, up to 1 minute. The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.Casting Time: 1 action. Range: 90 feet. Components: V, S, M (a gilded flower worth at least 300 gp) Duration: Concentration, up to 1 hour. You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood.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. 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.Hallow. Source: Player's Handbook. 5th-level evocation. Casting Time: 24 hours. Range: Touch. Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes) Duration: Until dispelled. You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the ...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. 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.. You summon a spirit that assumes the form of an unusuallyWondrous item, rare (requires attunement) This fist Shocking Grasp. Source: Player's Handbook. Evocation cantrip. 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 ... Wild Cunning (UA) Source: Unearthed Arcana 3 Contagion. Source: Player's Handbook. 5th-level necromancy. Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned. At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no ... Rogue: Swashbuckler. You focus your training on ...

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