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Returning 35 results for 'before back die cube radius'.
Spells
Player’s Handbook
With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died.
The creature returns to life with all its
Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a
Spells
Player’s Handbook
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Magic Items
Dungeon Master’s Guide
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.
Magic Items
Dungeon Master’s Guide
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
Monsters
Monster Manual
effects at random (roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Cataclymic Event"}):
1: Clinging Flames. Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere
fills a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. The cloud lasts for 1 minute or until the cataclysm uses Cataclysmic Event again. Creatures entirely in the
Magic Items
Dungeon Master’s Guide
you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you
Effect
01
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
Magic Items
Dungeon Master’s Guide
60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of
disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.
Quaal’s Feather Tokens
1d100
Token
Rarity
01-20
Quaal's
Magic Items
Dungeon Master’s Guide
the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table
degrees clockwise provided its legs are extended.
8
Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
The light turns off.
9
The apparatus
Magic Items
Dungeon Master’s Guide
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
damage unless the creature is a Fiend or an Undead.
Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the
Magic Items
Dungeon Master’s Guide
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
Magic Items
Forgotten Realms: Heroes of Faerûn
rings, you’ll never go back to cumbersome flint and fire.
While the cover on this ring is open, the ring produces a flame that creates no heat and consumes no fuel. It sheds Bright Light in a
20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, you can close the cover, smothering the flame, or open it again.
Spells
Forgotten Realms: Heroes of Faerûn
You create a glowing mote of energy that hovers above you for the duration. The mote sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
When you cast this spell and as a
of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.
Gelatinous Cube
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
Monsters
Waterdeep: Dungeon of the Mad Mage
Medium or smaller creatures inside it at a time. When the cube shrinks back to normal size, any creatures that it can no longer contain are expelled into unoccupied spaces around it.
Transparent. Even
creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers
Monsters
Out of the Abyss
choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures
Will-o'-Wisp
Legacy
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Monsters
Basic Rules (2014)
saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Consume Life"} hit points.
Ephemeral. The will-o'-wisp
radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.Shock. Melee Spell Attack: +4;{"diceNotation":"1d20+4
Monsters
The Wild Beyond the Witchlight
Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6);{"diceNotation":"3d6","rollType":"heal","rollAction":"Consume Life"} hit points.
Ephemeral. The
sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.Shock. Melee
Spells
Elemental Evil Player's Companion
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren
.
Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.
Resurrection
Legacy
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Spells
Basic Rules (2014)
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
Magic Items
Descent into the Lost Caverns of Tsojcanth
, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it
Monsters
Van Richten’s Guide to Ravenloft
, though they can still die in other ways. The glowing device sheds light in a 10-foot radius and dim light for an additional 10 feet. While inside a creature, the device causes the creature to shed dim
stitching itself into place if positioned in a cavity where the creature’s heart used to be. A creature with the device inside them is immune to disease, ceases to age, and does not die of old age
Reverse Gravity
Legacy
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Spells
Basic Rules (2014)
This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward
anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.
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
;{"diceNotation":"6d6","rollType":"roll","rollAction":"Balm of the Summer Court"} of their die pool. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The
Monsters
Candlekeep Mysteries
","rollType":"damage","rollAction":"Wither","rollDamageType":"necrotic"} necrotic damage.
Fire Storm (7th-Level Spell; 1/Day). The lich fills up to ten 10-foot cubes with fire. Every cube must be within
150 feet of the lich and occupy a space the lich can see, and each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 19 Dexterity saving
Faerie Fire
Legacy
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Spells
Basic Rules (2014)
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity
saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Magic Items
The Book of Many Things
and transform into a shelter made of cards. The shelter can be shaped however you desire, but it must fit in a 40-foot cube centered on a point within 30 feet of you. The shelter has one door and up
psychic damage. The shelter lasts for 24 hours, until you dismiss it as an action, or until it is reduced to 0 hit points. When the shelter’s duration ends, it transforms back into a deck of cards
Magic Items
Tales from the Yawning Portal
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove
Magic Items
Tales from the Yawning Portal
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove
Confusion
Legacy
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Spells
Basic Rules (2014)
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must
that turn.
d10
Behavior
1
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature
Flail Snail
Legacy
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Monsters
Volo's Guide to Monsters
–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the
all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6;{"diceNotation":"5d6
Monsters
Strixhaven: A Curriculum of Chaos
. When these plants die, they decay and become the ideal habitat for fungi. The older a trudge is, the wilder and more varied are the plants and fungi that thrive in the tiny ecosystem on its back.
While
Monsters
Guildmasters’ Guide to Ravnica
Explosive Tank. When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area
Backgrounds
The Wild Beyond the Witchlight
You crept into the Witchlight Carnival as a child or youth and never looked back, earning a place among those who work behind the scenes to keep the carnival in business. As a hand, you work hard and
party hard. The carnival has borne you to many fantastic worlds, circling back around to your home world once every eight years, but you know almost nothing about these worlds because you spend all






