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  1. 27 de out. de 2023 · Para utilizar "Mind Sliver 5e", o jogador precisa lançar um dado de 6 lados (d6) e subtrair o valor obtido do próximo teste de resistência de Inteligência do alvo. Caso o alvo falhe no teste, ele sofre 1d6 de dano psíquico adicional e tem desvantagem no próximo teste de resistência de Inteligência que realizar antes do final do próximo turno do conjurador.

  2. Mind Sliver, come altri trucchetti, riguarda più l'effetto secondario che il danno. Anche a 17 anni th livello, 4d6 danni arrivano in media a circa 12. Stai usando l'incantesimo per costringere il tuo nemico a sottrarre 1d4 dal prossimo tiro salvezza.

  3. 28 de out. de 2022 · The DnD Mind Sliver 5e spell is a cantrip that has plenty of benefits – learn how to cast it and which Wizards of the Coast classes can make the most of it. The DnD Mind Sliver 5e spell is one of our favourite cantrips of all time. Sure, it may not be the biggest damage dealer, but it’s a true feather in the cap of any cunning TTRPG tactician.

  4. 16 de mar. de 2023 · Mind Sliver in D&D 5e invites spellcasters to a game of chess, where planning and stealth matter more. It’s a spell that embraces the art of war, rewarding those who think two steps ahead. While Fire Bolt is great for direct damage, Mind Sliver offers stealth and strategy, improving the success of a party.

  5. Hit them with mind sliver, the next person hit them with bane.Come back around and mind sliver again and your buddy can hit them with a high level save or suck and the target is going to be -2d4 to that save. 2 rounds, or at least 4 spells in a row from the party to pull off.

  6. Mind Sliver. You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell's damage increases by 1d6 when you reach ...

  7. Range: 60 feet. Components: V. Duration: 1 round. You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels.

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