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  1. If you're making a spell caster that can cast spells on a particular theme, you can use the lists below to quickly see what might be appropriate spells. This should save you some time if you're creating the umpteenth elemental wizard or whatever. Consider pruning your selection as appropriate.

    • Acid. Widely features damage over time, acid deals damage with smaller initial damage and typically deals its damage in consistent d4s. Generally features Dexterity saving throws.
    • Cold. Cold spells deal less than other types of spells, often using d8 damage dice they tend to debuff the target, slowing them, restraining them, or leaving difficult terrain.
    • Earth. In the unusual position of dealing a physical damage type (bludgeoning) this type most often uses d10 damage and targets Dexterity saves, often having secondary elements knocking targets around, creating difficult terrain, or creating obstacles and cover.
    • Fire. Fire spells are largely complete in the default list, and consequently get the fewest new items. Fire spells typically deal the most damage, and typically operate with consistent d6 dice, and sometimes ignite for additional damage.
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  3. D - Dunamancy Spell DG - Graviturgy Dunamancy Spell DC - Chronurgy Dunamancy Spell HB - Homebrew Spell R - Ritual Spell T - Technomagic

    Spell Name
    School
    Casting Time
    Range
    Conjuration
    1 Action
    60 Feet
    Abjuration
    1 Action
    Self
    Evocation
    1 Action
    Self (5-foot radius)
    Necromancy
    1 Action
    120 feet
    • Abi-Dalzim’s Horrid Wilting. Necromancy • V, S, M. 1 Action. Instantaneous. 150 ft (30 ft ) CON Save. Necrotic.
    • Absorb Elements. Abjuration • S. 1 Reaction * 1 Round. Self. Acid (...)
    • Acid Arrow. Evocation • V, S, M. 1 Action. Instantaneous. 90 ft. Ranged. Acid (...)
    • Acid Splash. Conjuration • V, S. 1 Action. Instantaneous. 60 ft. DEX Save. Acid.
  4. Casting Time: 1 action. Range: 90 feet. Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp) Duration: Concentration, up to 1 hour. You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block.

  5. Nov 9, 2019 · You gain increasing levels of elemental power from this feature at 5th, 6th, 11th, and 17 level. You can read all of the Way of the Four Elements features in the Player’s Handbook.

  6. Jun 9, 2023 · For those who seek to harness the raw power of the elements, look no further than the Way of the Four Elements Monk in D&D 5e. Using the power of their ki, these Monks can summon mighty winds, raging fires, and more.

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