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Returning 35 results for 'beam both deafened call range'.
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been both defend call ranger
been both defined call rage
Monsters
Monster Manual
;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Radiant Ray"}, range 300 ft. Hit: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType
":"Radiant"} Radiant damage. If the target is a Large or smaller creature, it has the Prone condition.
Divine Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Divine Beam
Spells
Player’s Handbook
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at
level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Spells
Player’s Handbook
A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes
target is ever outside the spell’s range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.
Spells
Player’s Handbook
A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution
saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.
At the start of each of your later turns, the storm produces different effects, as detailed below.
Turn 2
Spells
Player’s Handbook
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until
Spells
Player’s Handbook
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll
Monsters
Monster Manual
":"1d20+14", "rollType":"to hit", "rollAction":"Thunderbolt"}, range 500 ft. Hit: 22 (2d12 + 9);{"diceNotation":"2d12+9", "rollType":"damage", "rollAction":"Thunderbolt", "rollDamageType":"Lightning
"} Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant’s next turn.
Lightning Storm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Spells
Player’s Handbook
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to
Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Spells
Player’s Handbook
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an
0–20
The target dies.
21–30
The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40
The target has the Blinded and Deafened conditions for 10 minutes.
41–50
The target has the Deafened condition for 1 minute.
Magic Items
Dungeon Master’s Guide
action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct
Cost
Cure Wounds (level 9 version)
4
Daylight
1
Death Ward
2
Detect Magic
0
Scrying (save DC 18)
3
Call Dragons. While you control the orb, you can take a Magic
Spells
Player’s Handbook
Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.
Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.
Spells
Player’s Handbook
A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.
Spells
Player’s Handbook
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns
Spells
Player’s Handbook
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic
Spells
Player’s Handbook
You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and
Deafened conditions, and they can’t cast spells with a Verbal component.
When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder
Spells
Player’s Handbook
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot
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
or half as much damage on a successful one.
Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.
If you’re
Monsters
Monster Manual
attacks.
Elemental Burst. Melee or Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Elemental Burst"}, reach 30 ft. or range 150 ft. Hit: 25 (5d6 + 8) damage of
cloud have the Blinded and Deafened conditions and can’t cast spells with a Verbal component. Dexterity Saving Throw: DC 23, each creature that enters the cloud for the first time on a turn or
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage.
Psychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage.
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
turn.
Grave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell’s level Necrotic damage.
Rotting Claw (Putrid Only). Melee
Spells
Player’s Handbook
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell’s level Fire damage.
Monsters
Eberron: Forge of the Artificer
"}, reach 5 ft. or range 30 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Thunderbolt", "rollDamageType":"Lightning"} Lightning damage plus 9 (2d8);{"diceNotation":"2d8
", "rollType":"damage", "rollAction":"Thunderbolt", "rollDamageType":"Thunder"} Thunder damage. Critical Hit: The creature also has the Deafened condition for 1 minute.
Spellcasting. The scion casts
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollDamageType":"Slashing"} Slashing damage.
Longbow (Humanoid Form Only). Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Longbow"}, range 150/600 ft. Hit: 13 (2d8 + 4
GrowthSwanmays are members of a reclusive order of wilderness defenders. Each bears a primal blessing that allows them to transform into a swan to watch over the lakes and woods they call home. Swanmays get
Monsters
Quests from the Infinite Staircase
;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Laser Beam"} to hit, range 120 ft., one target. Hit: 16 (4d6 + 2);{"diceNotation":"4d6+2", "rollType":"damage", "rollAction":"Laser Beam
makes two Tentacle attacks or three Laser Beam attacks.
Tentacle. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Tentacle"} to hit, reach 10 ft., one target. Hit
Monsters
Fizban's Treasury of Dragons
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
, taking 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Psychic Beam","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.More so even
Monsters
Quests from the Infinite Staircase
other magic.
Unholy Beam. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Unholy Beam"} to hit, range 120 ft., one target. Hit: 28 (8d6);{"diceNotation":"8d6
heart.Multiattack. Nafik can use his Dreadful Glare and makes one Rotting Fist or Unholy Beam attack.
Rotting Fist. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
Eldritch Blast
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam
when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Monsters
Eberron: Rising from the Last War
Attack: +18;{"diceNotation":"1d20+18","rollType":"to hit","rollAction":"Eldritch Turret"} to hit, range 300 ft., one target. Hit: 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction
longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Incinerating Beam
Monsters
Bigby Presents: Glory of the Giants
DC 22 Strength check. On a successful check, the affected creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Arcane Beam (Recharge 5–6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Arcane Beam"}. The colossus fires a beam of magical force from its chest, hands, or head in a 150-foot line that is 10 feet wide. Each






