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Returning 35 results for 'bards bolt dawn cast range'.
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Magic Items
Dungeon Master’s Guide
the next dawn. The spells use your spellcasting ability and spell save DC.
Instruments of the Bards
Instrument
Rarity
Spells
All
—
Fly, Invisibility, Levitate, Protection
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the
Magic Items
Dungeon Master’s Guide
Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage.
Lightning Bolt. When you throw this weapon at a target no farther
than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase
the spell’s level by 1 for each additional charge you expend.
Regaining Charges.The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Items
Dungeon Master’s Guide
Name
Damage
Properties
Mastery
Simple Melee Weapons
Adamantine Club
1d4 Bludgeoning
Light
Slow
Adamantine Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20/60)
Nick
Adamantine Greatclub
1d8 Bludgeoning
Two-Handed
Push
Adamantine Handaxe
1d6 Slashing
Light, Thrown (Range 20/60)
Vex
Adamantine Javelin
1d6 Piercing
Thrown (Range 30/120)
Slow
Monsters
Monster Manual
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction
Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9
Magic Items
Dungeon Master’s Guide
While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can’t be cast from it again until the next dawn.
Monsters
Monster Manual
"}, range 120 feet. Hit: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Storm Bolt", "rollDamageType":"Thunder"} Thunder damage. If the target is a Large or smaller creature, it
. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can
Monsters
Monster Manual
damage.
Force Bolt. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Force Bolt"}, range 120 ft. Hit: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction
Slam or Force Bolt in any combination.
Slam. Melee Attack Roll: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Slam"}, reach 5 ft. Hit: 15 (2d8 + 6);{"diceNotation":"2d8+6
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
Rend. Melee Attack Roll: +16;{"diceNotation":"1d20+16
actions. The dragon regains all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half
Spells
Player’s Handbook
You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of
half as much damage on a successful one.
Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6.
Magic Items
Dungeon Master’s Guide
. Once this property is used, it can’t be used again until the next dawn.
Weapons
Name
Damage
Properties
Mastery
Sylvan Talon Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20
While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.
Secret Message. As a Magic action, you can use the weapon to cast Message
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
Rend. Melee Attack Roll: +12;{"diceNotation":"1d20+12
all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes
Spells
Player’s Handbook
When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the
ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.
Spells
Player’s Handbook
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end
Monsters
Monster Manual
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Fiery Bolt"}, range 120 ft. Hit: 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Fiery Bolt", "rollDamageType":"Fire
Resistance. The golem has Advantage on saving throws against spells and other magical effects.Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination.
Bladed Arm. Melee
Magic Items
Dungeon Master’s Guide
While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell’s sensor.
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14
.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +17;{"diceNotation":"1d20+17
action again until the start of its next turn.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 4 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
Feats
Player’s Handbook
attack rolls with spells.
Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell’s range by 60 feet.
Magic Items
Dungeon Master’s Guide
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
Magic Items
Dungeon Master’s Guide
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you
Magic Items
Dungeon Master’s Guide
Object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn.
Sentience. Whelm is a sentient, Lawful Neutral weapon with an Intelligence of 15
Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
Spells
Player’s Handbook
A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell, choose a point
you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save
Feats
Player’s Handbook
. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30
feet when you cast it. The spell’s spellcasting ability is the ability increased by this feat.
Telekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
Monsters
Monster Manual
Ray"}, range 60 ft. Hit: 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Necrotic Ray", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting. The naga casts one of the
Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)Poison
Magic Items
Dungeon Master’s Guide
number of charges above 50, the staff explodes as if you activated its Retributive Strike (see below).
Spells. While holding the staff, you can cast one of the spells on the following table from it
, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Arcane Lock
0
Conjure Elemental
7
Detect Magic
0
Monsters
Monster Manual
or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Arcane Tentacles"}, reach 5 ft. or range 120 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage
Magic, Detect Thoughts, Disguise Self, Mage Hand (the hand is Invisible) 1/Day Each: Clairvoyance, Dimension Door, Fireball (level 5 version), Lightning Bolt (level 5 version), Plane Shift (self only
Magic Items
Dungeon Master’s Guide
words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time
. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition
Magic Items
Dungeon Master’s Guide
the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power
Magic Items
Dungeon Master’s Guide
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
Magic Items
Dungeon Master’s Guide
While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can’t cast this spell again until the next dawn.
Monsters
Monster Manual
Multiattack. The aarakocra makes two Wind Staff attacks, and it can use Spellcasting to cast Gust of Wind.
Wind Staff. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit
", "rollAction":"Wind Staff"}, reach 5 ft. or range 120 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Wind Staff", "rollDamageType":"Bludgeoning"} Bludgeoning damage
Monsters
Monster Manual
magical effects.
Undead Restoration. If the flameskull is destroyed, it regains all its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast
on them.Multiattack. The flameskull makes two Fire Ray attacks.
Fire Ray. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Fire Ray"}, reach 5 ft. or range
Magic Items
Dungeon Master’s Guide
This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn.






