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Returning 35 results for 'became before diffusing content radiant'.
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Monsters
Strixhaven: A Curriculum of Chaos
Fungal Fortitude. If damage reduces the trudge to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a
sometimes ill-tempered and territorial, brackish trudges are usually content to mind their own business. When trudges are roused to defend themselves or drive off rivals, their punishing tusks laced
Monsters
The Wild Beyond the Witchlight
);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Moon Ray", "rollDamageType":"radiant"} radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be transformed into a bat for 1
", "rollAction":"Sun Ray", "rollDamageType":"radiant"} radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of
Monsters
Curse of Strahd
Regeneration. Vladimir regains 10 hit points at the start of its turn. If Vladimir takes fire or radiant damage, this trait doesn't function at the start of Vladimir next turn. Vladimir body is
Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war
Monsters
Curse of Strahd
","rollDamageType":"radiant"} radiant damage (included in the attack).
Innate Spellcasting. The Abbot's spellcasting ability is Charisma (spell save DC 17). The Abbot can innately cast the following
":"radiant"} radiant damage.
Healing Touch (3/Day). The Abbot touches another creature. The target magically regains 20 (4d8 + 2);{"diceNotation":"4d8+2","rollType":"roll","rollAction":"Healing Touch
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Chromatic Beam", "rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.
Spellcasting. The derro casts one of the following spells, using Charisma as the
’ psionic power that the dwarves became Aberrations.
Derro tell their own stories of flight and survival in the Underdark, in which mind flayers aren’t always the enemy. They tell of two
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
Monsters
Van Richten’s Guide to Ravenloft
his own immortality. He forged pacts with any entity that would give him more power and delved into any eldritch secret that would prolong his life. He became a devotee of the Dark Powers and tapped
. In time, his goal was achieved: he became a lich of almost godly power. Acknowledging the role that his disciples played in his ascension, Osybus gifted them with a trace of his power. Taking the form
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
or understanding of the wider world.
While Awakened, the weapon deals an additional 1 point of fire, ice, radiant, or electrical damage (DM’s choice) on every hit.
After 1 hour, the weapon
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)