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Returning 35 results for 'base before deal cast reason'.
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Magic Items
Dungeon Master’s Guide
This potion’s container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.
Spells
Player’s Handbook
make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is
Spells
Player’s Handbook
succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if
you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
Spells
Player’s Handbook
duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.
If you are within range of the illusion, you can
through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
Spells
Player’s Handbook
You place a curses;curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose
one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action
Spells
Player’s Handbook
contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range
Spells
Player’s Handbook
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time
image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Spells
Player’s Handbook
Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8
Necrotic damage.
Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the
Magic Items
Stranger Things: Welcome to the Hellfire Club
. The effect ends early if the hat is removed, or immediately after you make an attack roll, deal damage, or cast a spell.
Monsters
Curse of Strahd
attack.
Brothers and Sisters of Strahd. Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is
Delayed Blast Fireball
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Spells
Basic Rules (2014)
point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The spell's base damage is 12d6
solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels. When you cast this spell
Magic Items
Bigby Presents: Glory of the Giants
’t have the loading property. The base of the weapon is emblazoned with the light rune.
Additionally, while attuned to the weapon, you can cast dancing lights from the musket at will.
Invoking
the Rune. As an action, you can invoke the weapon’s rune to cast the sunbeam spell (save DC 17) with it. Once the rune has been invoked, it can’t be invoked again until the next dawn.
magic-items
A jasper effigy of a chicken’s head rests at the top of this trident, and an egg-shaped amethyst is fixed to its base. It is a strange weapon, but is highly coveted by farmers and livestock
owners.
This magic weapon has 4 charges, and regains 1d4 expended charges at dawn. When you use the Attack action with this weapon, you can immediately expend 1 of its charges to cast the Polymorph
Magic Items
The Book of Many Things
The cards of this deck shimmer around the edges. While holding this deck, you can use the following properties:
Deadly Deal. As an action, you can use this deck to make a ranged spell attack by
throwing a spectral card and using Dexterity for the attack roll. The card has a range of 120 feet and deals 1d8 force damage on a hit.
Spray of Cards. As an action, you can shuffle the deck and cast the
Monsters
Baldur’s Gate: Descent into Avernus
spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, detect magic
can be permanently slain. Mahadi acts as the eyes and ears of Asmodeus in Avernus. As a deal broker and moderator, he’s privy to all manner of dealings that might otherwise escape the attention
Monsters
Mordenkainen Presents: Monsters of the Multiverse
figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he
, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been fulfilled, Hutijin repays the interruption with death.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Candlekeep Mysteries
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring
imitations with a successful DC 14 Wisdom (Insight) check.
Shared Spellcasting. While all three members of the Fetid Gaze are within 30 feet of one another, they can each cast the following spells from
Magic Items
The Book of Many Things
the spell again until the next dawn.
Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.
resistance to fire and necrotic damage.
Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast
Magic Items
Bigby Presents: Glory of the Giants
A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.
While wearing this item, you have resistance to necrotic damage
. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action.
Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of
Monsters
Out of the Abyss
Divine Eminence. As a bonus action, Asha can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Divine
put the drow to sleep.
Innate Spellcasting. Asha's spellcasting ability is Charisma for the following spells (spell save DC 11). She can innately cast the following spells, requiring no material
Monsters
Journeys through the Radiant Citadel
Innate Spellcasting. Jijibisha’s innate spellcasting ability is Charisma (spell save DC 17). Jijibisha can innately cast the following spells, requiring no material components:
At will: alter
see.Jijibisha Manivarshi, a vicious soul from the land’s past, lurks in the nearby forest. Long ago she made a deal with wicked otherworldly forces that gave her longevity and fiendish powers, a
Monsters
Out of the Abyss
can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, Viln has disadvantage on
Viln’s attacks with the weapon are +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Scimitar of Speed"} to hit and deal 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage
Monsters
Infernal Machine Rebuild
his thessalars homunculus. If the mending spell is cast on it, the homunculus regains 2d6;{"diceNotation":"2d6","rollType":"heal","rollAction":"Alchemical Homunculus"} hit points.
Healing
Toxicity. Any magic item that restores hit points and can be applied to a piercing or slashing weapon (a potion, an ointment, and so forth) causes a hit with that weapon to deal extra damage to Thessalar
Hex
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Spells
Player’s Handbook (2014)
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability
when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.If the target drops to 0 hit points before this spell ends, you can use a bonus action on a
Hunter's Mark
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Spells
Basic Rules (2014)
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and
of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Witch Bolt
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Spells
Player’s Handbook (2014)
, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your
action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Yuan-ti Mind Whisperer
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Monsters
Volo's Guide to Monsters
transformed. If it dies, it stays in its current form.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the
magical effects.
Mind Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Mind Fangs
Monsters
Ghosts of Saltmarsh
cast the following spells, requiring only verbal components:
At will: message
1/day: comprehend languagesMultiattack. The wave shaper makes two attacks: one with its bite and one with its claws.
Bite
at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Hate. While Arkhan isn't incapacitated, he and all fiends and undead within 30 feet of him deal 4 extra damage whenever they hit with a melee weapon attack (already factored into Arkhan's
daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and
Yuan-ti Pit Master
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Monsters
Volo's Guide to Monsters
transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the
effects.
Poison's Disciple (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Poison
Duergar Despot
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Monsters
Mordenkainen’s Tome of Foes
Innate Spellcasting (Psionics). The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components:
At will: mage hand
despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Psychic Engine
magic-items
From the tip of its thick steel blade to the base of its golden handle, each knife shimmers with a buzz of illusory energy.
While wielding a pair of Turtle Dove Daggers, you can create an illusory
take an Attack or Magic action on your turn to attack or cast a spell as if you were in the illusion’s space, but you must use your own senses. As a Bonus Action, you can move the illusion up to
Backgrounds
Guildmasters’ Guide to Ravnica
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
.
d8
Reason for Infiltration
1
My parents belong to this guild, and I let them think I’m following in their footsteps.
2
I’ve been assigned to track this guild&rsquo
Magic Items
Quests from the Infinite Staircase
fuel: powdered gemstones placed in the lantern’s base. The lantern can hold a maximum of 10,000 gp worth of powdered gems, and it contains 9,000 gp of fuel when found. Thereafter it attempts to
short or long rest. Once added, fuel can’t be removed from the lantern’s base.
The lantern’s flame can’t be extinguished by any means other than running out of fuel. If the
Magic Items
Tasha’s Cauldron of Everything
evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.






