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    • 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.
  1. 90 ft. Components. V, S, M * Duration. Concentration 1 Hour. School. Conjuration. Attack/Save. None. Damage/Effect. Summoning. You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range.

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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. Spells by Class. Artificer; Bard; Cleric; Druid; Fighter - Eldritch Knight; Paladin; Ranger; Rogue - Arcane Trickster; Sorcerer; Warlock; Wizard

    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
  4. A searchable/sortable table of all the material spell components for Dungeons & Dragons 5e and the spells they correspond with. Now updated with 2022 spells!

  5. 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.

  6. All Results. Characters. Compendium. Spells. Items. Monsters. Vehicles. Forums. Returning 35 results for 'Elemental'. Fire Elemental. Monsters. Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5.

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