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  1. D - Dunamancy Spell DG - Graviturgy Dunamancy Spell DC - Chronurgy Dunamancy Spell HB - Homebrew Spell R - Ritual Spell T - Technomagic

    • Wizard

      D - Dunamancy Spell DG - Graviturgy Dunamancy Spell DC -...

    • Bard

      This bard spell list includes optional spells available from...

    • Sorcerer

      This sorcerer spell list includes optional spells available...

    • Thaumaturgy

      Source: Player's Handbook. Transmutation cantrip. Casting...

    • Mind Sliver

      Source: Tasha's Cauldron of Everything. Enchantment cantrip....

    • Spare The Dying

      Source: Player's Handbook. Necromancy cantrip. Casting Time:...

    • Green-Flame Blade

      Source: Tasha's Cauldron of Everything/Sword Coast...

    • Staggering Smite

      Source: Player's Handbook. 4th-level evocation. Casting...

    • Mage Armor

      Source: Player's Handbook. 1st-level abjuration. Casting...

    • Storm Sphere

      Source: Xanathar's Guide to Everything. 4th-level evocation....

    • 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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    • 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.
  3. Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

    • What Is The Four Elements Monk?
    • Role in The Party
    • Way of The Four Elements Monk Features 5E
    • Connections
    • Is The Way of The Four Elements Monk good?
    • Conclusion – The Way of The Four Elements Monk in D&D 5E

    Mechanically, the Way of the Four Elements Monk is like a hybrid between the traditional Monk and a spellcaster. This subclass offers a ton of customization as you level up and gain new Elemental Disciplines. You don’t have to lock yourself into disciplines of a specific element type. You might unleash attacks with scorching tendrils of fire then f...

    As a Four Elements Monk, you’re a bit of an odd duck. Most Monks are skirmishers who are meant to swoop in, hit fast and often, then continue zipping around the battlefield. But you’re not like most Monks. The features you gain from the Way of the Four Elements subclass make you more like a caster than anything. With your limited ki resource that r...

    The Way of the Four Elements Monk only gains one actual feature, but they are able to customize and add to it as they level up. It’s a little weird, but that’s what this guide is for! Where other Monk subclasses gain features at levels 3, 6, 11, and 17, those are instead the levels at which you can attune to new Elemental Disciplines. So we’re goin...

    There’s a ton of theming that you can work with when making a Four Elements Monk. If you’re focusing on a particular element, that may be related to the Monastery that you learned at. For example, a Fire Monk might have studied at a monastery nestled on a volcano. A Wind Monk’s home monastery could be located in the eye of an eternal storm somewher...

    The Way of the Four Elements Monk tries to be a lot of things but doesn’t really succeed at any of them. I try to be a “glass half full” kind of person, but there’s just not a strong case for this Monastic Tradition. With so much potential on paper, the Way of the Four Elements is ultimately a very disappointing subclass to play. Maybe useful in so...

    Whew… There’s a lot to the Way of the Four Elements Monk. I think this might have been the lengthiest guide I’ve written to date. It’s got a great overall style and theme. I just truly wish it had more to offer mechanically. For the record, I think it’s absolutely possible to play a Way of the Four Elements Monk and enjoy it. I hate feeling like I’...

  4. 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.

  5. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). Transitive Planes. The Ethereal Plane and the Astral Plane are called the Transitive Planes.

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