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Returning 35 results for 'bad being down cantrips radius'.
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bad being down cantrip radius
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Monsters
The Wild Beyond the Witchlight
"} to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Spores (1/Day). A 5-foot radius of spores extends from the campestri. These spores can go around corners, and they have no effect on
are captivated by music, though they can’t distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will
Monsters
The Wild Beyond the Witchlight
fewer.
Spores (1/Day). A 20-foot radius of spores extends from the swarm. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature
distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will happily sing along, each in an obnoxiously nasal
Monsters
Eberron: Rising from the Last War
Aura of Radiance. The councilor magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the
hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): guidance, mending, sacred flame, spare the dying, thaumaturgy
1st
Monsters
Locathah Rising
Hearth of Moonlight and Shadow. At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover
druid spells prepared:
Cantrips (at will): guidance, mending, shape water, shillelagh1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals2nd level (3 slots): darkvision, hold
Monsters
Locathah Rising
spellcasting ability is Wisdom (spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following druid spells prepared:
Cantrips
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Umberlee's Wake"}. Power ripples out in a 60-foot radius sphere from a point within range (150 ft.) as the will of Umberlee affects all in her
Monsters
Princes of the Apocalypse
darkvision can’t see through the water, and light can’t illuminate it.
A freezing fog fills a 40-foot-radius sphere within 120 feet of Olhydra, lasting until initiative count 20 of the next
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
Monsters
Sleeping Dragon’s Wake
DC 17; +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following sorcerer spells prepared:
Cantrips (at will): light, mage hand
cloud spell. The fog lasts until initiative count 20 on the next round.
A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered
Monsters
Divine Contention
":"Spellcasting"} to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): cure wounds, detect magic, entangle
-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, shocking
Snarla finds herself in a bad situation, she changes into werewolf form and attacks with desperate savagery, giving her advantage on all her attack rolls. If she is captured alive and made to talk, she
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonblood Ooze What to say about the dragonblood ooze? I could comment on the bad blood between me and Tiamat. I might observe that its creator originally intended a blood sausage recipe. But
, fire, lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Immunities blinded, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
Languages understands Abyssal but can’t speak
Challenge 1/4 (50 XP)
Bad Flier. The abyssal chicken
takes the group to the Tower of Urm. Abyssal Chicken
Tiny fiend (demon), chaotic evil
Armor Class 13 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 30 ft., fly 30 ft. (see Bad Flier below
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Campestris Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t distinguish a well-played performance from a bad one. If
has heard, albeit in a nasal falsetto.
Actions
Head Butt. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Spores (1/Day). A 5-foot radius of spores extends from
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That’s only bad if you think a small universe that fits within your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know. Warding Flare Also at 1st level, you can interpose divine light between yourself and an attacking
lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to
). Amble has the following druid spells prepared:
Cantrips (at will): guidance, mending, shape water, shillelagh
1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has the following druid spells prepared:
Cantrips (at will): frostbite, mending
radius sphere from a point within range (150 ft.) as the will of Umberlee affects all in her watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
last night by a loud crash. According to the smith, a crystalline vine burst out of the ground and punched a hole through the roof of his neighbor’s bakery. “Must be divine punishment for the bad pies
)
DEX
8 (−1)
CON
14 (+2)
INT
6 (−2)
WIS
10 (+0)
CHA
3 (−4)
Damage Resistances cold, radiant
Senses blindsight 60 ft. (blind beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class’s section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as
Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip. Level 2: Paladin’s Smite You
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class’s section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin
spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip. Level 2: Paladin’s Smite You
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
attention to themselves if things go bad. Focusing with Flair All sorcerers rely on an arcane focus through which they channel their magic, but traditional focuses lack a singular style. Staffs, orbs, wands
repeated uses of your spells and cantrips. Some residual effects are subtle. Others are obvious to the point of distraction. But any such effect might eventually become a kind of spellcasting signature
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of
:
Cantrips (at will): guidance, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bless, command, create or destroy water
2nd level (3 slots): augury, calm emotions, hold
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
target. Hit: 17 (2d12 + 4) slashing damage.
Grumink the Renegade Grumink is a dwarf gone bad. He is a chaotic evil gold dwarf assassin with dwarf racial traits. Bloodthirsty, callous, and mercenary
Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much
. It knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
”), Aximus and Exekarus regularly use prestidigitation cantrips to clean it away. The room’s other contents are as follows: Haze. A thin, smoky haze fills the room. (The haze doesn’t obscure the room’s other
features.)
Braziers. Alcoves in the north wall contain two braziers fashioned from melted-down iron armor and weapons. Each is alight with burning coals that shed bright light in a 10-foot radius and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
can’t see through the water, and light can’t illuminate it. A freezing fog fills a 40-foot-radius sphere within 120 feet of Olhydra, lasting until initiative count 20 of the next round. Creatures and
Olhydra’s presence in an elemental node creates a number of widespread effects — bad weather, strong tides, and increasing aggression from dangerous sea life. Violent downpours become frequent within 10
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Azorius spellcaster. Her spellcasting ability is Wisdom (spell save DC 23, +14 to hit with spell attacks). Isperia has the following cleric spells prepared:
Cantrips (at will): guidance, light
). The lawmage has the following wizard spells prepared:
Cantrips (at will): fire bolt, friends, light, message
1st level (4 slots): alarm, expeditious retreat, shield
2nd level (3 slots): arcane
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): blade ward, vicious mockery
1st level (4 slots
)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages —
Challenge 2 (450 XP
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): acid splash, blade ward, light, mending, mold earth
attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): acid splash, blade ward, light, mending, mold earth*
1st level (4 slots): expeditious
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
against being charmed or frightened.
Spellcasting. Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13). He has the following cleric spells prepared:
Cantrips (at
valuable art objects, but all are knockoffs acquired from dubious sources. The haphazardly assembled collection is a testament to bad taste. Wax Statue. A 6-foot-tall wax statue in one corner depicts
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Giants The giants presented here are more powerful than others of their kind, either because their gods have shown them favor or because fate has dealt them a bad hand and forced them to seek out
spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared:
Cantrips (at will): minor illusion
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
intent will be reflected in future printings of the Player’s Handbook. Can a spell such as fireball go past its 20-foot radius if the point of origin is set in an enclosed space that’s less than 40 feet
across? The fire of the fireball spell can spread around corners, but it’s limited by the spell’s 20-foot radius. It doesn’t extend farther than 20 feet from the point of origin no matter where it is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
that can be removed only if the statue is destroyed. The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or
humanoid to squeeze through. IMPRISONED CHARACTERS
If the characters are defeated in Vanthampur Villa or the dungeon below, you can have the bad guys stabilize dying party members, strip them of their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. The glyph is on the second page, and it’s triggered when someone opens to that page. Otherwise, the book is blank. If the glyph is triggered, it erupts with magical energy in a 20-foot-radius sphere
prepared: Cantrips (at will): druidcraft, poison spray, shillelagh
1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave
2nd level (3 slots): barkskin, flaming sphere
Standing with
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
sister’s plan to win the dragon’s favor a bad one. He doesn’t think Challidax will honor any pledges of fealty from Aerstigga, even if Aerstigga tries to buy off the dragon with treasure. He thinks it
crystal sheds Dim Light in a 15-foot radius. A creature that touches the crystal receives a surge of positive energy and regains 70 Hit Points. The crystal grants this healing three times each day
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, tipping over a clay pot of offal, garbage, and dragon droppings that falls on any creature in the doorway and splatters in a 5-foot radius. A creature hit by the stuff must succeed on a DC 10
? “Months past, I was on my way to seek my fortune and took the Old Road. My bad luck that the goblin bandits caught me; I’ve been here ever since. My deity’s blessings have kept me healthy; otherwise I’m






