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Returning 35 results for 'before being drives continual range'.
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Monsters
Eberron: Rising from the Last War
: knockDagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4
, lesser restoration (1 hour).
Medicine (+4), herbalism kit
4
Lamplighter
Light. Ritual only: continual flame (1 hour).
Tinker's tools
5
Locksmith
Mending. Ritual only: arcane lock (1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"to hit", "rollAction":"Grave Bolt"} to hit, range 120 ft., one target. Hit: 14 (2d10 + 3);{"diceNotation":"2d10+3", "rollType":"damage", "rollAction":"Grave Bolt", "rollDamageType
that don’t please its patron fall away as its master’s desires become the purpose that drives it. The deathlock immediately resumes work on its patron’s behalf.
Whatever the goal
Monsters
Bigby Presents: Glory of the Giants
":"Glaive", "rollDamageType":"force"} force damage.
Rock. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 23
the antithesis of the artistry that drives the stone giant’s ordning. The Horned King, Baphomet, is an exception. Though he is a merciless hunter, the Prince of Beasts also crafts complex mazes
Magic Items
Mythic Odysseys of Theros
to half the amount of necrotic damage dealt.
Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can
dusk.
Destroying the Whip. To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month.
Monsters
Bigby Presents: Glory of the Giants
damage.
Hurl Lava. Ranged Weapon Attack: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Hurl Lava"} to hit, range 120 ft., one target. Hit: 27 (4d8 + 9);{"diceNotation":"4d8+9
’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest
Monsters
Bigby Presents: Glory of the Giants
. Ranged Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Lava Ball"} to hit, range 120/480 ft., one target. Hit: 29 (3d12 + 10);{"diceNotation":"3d12+10", "rollType":"damage
cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of
Satyr
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mythic Odysseys of Theros
civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish
eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
A Broad Spectrum
With their penchant for migration
. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a
Monsters
Van Richten’s Guide to Ravenloft
Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Fire Ray"} to hit, range 120 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Fire Ray
endlessly overburdens herself, struggling to protect those around her as her hate for the Caller drives her forward at any cost.
Personality Trait. “We all contribute so that we all benefit. Those who
Monsters
Eberron: Rising from the Last War
"} to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4","rollType":"damage","rollAction":"Spawned Ranged Weapon","rollDamageType":"force"} force damage.
Change Shape. Rak
are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Continual Flame 2nd-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (ruby dust worth 50 gp, which the spell consumes) Duration: Until dispelled A flame, equivalent in
brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Continual Flame 2nd-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (ruby dust worth 50 gp, which the spell consumes) Duration: Until dispelled A flame, equivalent in
brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
brightly lit by continual flame spells cast on crumbling stone wall sconces. Tunnels have 20-foot-high arched ceilings, and rooms have flat 25-foot-high ceilings, unless otherwise noted. Staircases are
interior and extends out 120 feet from the asteroid. Beyond this range is the airless void of space. A creature can survive in space for a number of rounds equal to its Constitution modifier (minimum 1
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, their wide-set eyes glowing red as the mezzoloths bear down on their foes. Violence and reward are the fundamental drives of a mezzoloth, and powerful beings that promise one or the other can easily
. Hit: 9 (2d4 + 4) slashing damage.
Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the same rate as humans. Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but
this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the same rate as humans. Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but
this ability, the creature must be able to see you and must be within this trait’s range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
sentient, neutral evil weapon with an Intelligence of 10, a Wisdom of 8, and a Charisma of 18. It has hearing and darkvision out to a range of 60 feet. It can read and understand Elvish. It can also
fallen companions as it drives her to catch their fiendish killer. Unlike Isolde, whose motives are good, the sword is corrupt and irredeemable.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spells:
At will: mage hand, prestidigitation
Rituals: knock
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing
Healer Resistance, spare the dying. Ritual only: detect poison and disease, lesser restoration (1 hour). Medicine (+4), herbalism kit 4 Lamplighter Light. Ritual only: continual flame (1 hour). Tinker’s
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) slashing damage plus 9 (2d8) force damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 23 (3d10
rare among stone giants; the destructive tendency of demons is the antithesis of the artistry that drives the stone giant’s ordning. The Horned King, Baphomet, is an exception. Though he is a merciless
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the call, the spirit is granted undeath so that it can pursue its own malevolent agenda. Wights possess the memories and drives of their formerly living selves. They will heed the call of whatever dark
at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
crossbows or other weapons to attack at range, but running from the Watch — though it may be a time-honored tradition for local miscreants — rarely works out for newcomers to the city. I guarantee that all
with a continual flame spell. A watch post serves as an organizational headquarters and armory. Anyone who wishes to report a crime may do so at a watch post in the event a Watch constable can’t be
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Any goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives it. The deathlock immediately resumes work on its patron’s behalf
attacks.
Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.
Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (2d10
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
. Its methods range from street violence—mugging, armed robbery, and even pillaging—to extortion and trade in drugs. Boromar Smuggler Small Humanoid (Halfling), Neutral Evil
AC 13 Initiative +4 (14
5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage.
Pistol. Ranged Attack Roll: +4, range 30/90 ft. Hit: 7 (1d10 + 2) Piercing damage.
A Daask Arc The conflict between
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path. Patience. Change
taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way. At 18th level, the range of this aura increases to 30 feet
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies
much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others. The Satyr
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
on stage, nervously rehearsing their lines from pages of a script. All three are commoners (neutral) with proficiency in the Performance skill and darkvision out to a range of 60 feet. In a pinch
stage is an intricate wooden device operated by four unarmed goblins (neutral noncombatants) in theater masks. Mounted to the rig are a dozen shuttered cylinders, each one with a continual flame spell
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
brightly lit by continual flame spells cast in wall sconces. Y19a. Main Entrance If the characters reach this area by ascending the strut at area Y6, read: Near the apex of the strut, the ceiling of
becoming a brain in a jar (see appendix C). The three wizards have been driven mad by their undead existence. Dispelling the illusion drives them into a furious rage. Visitors who ruin the ball in any
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
broad range of subjects. Six of the tomes in her library are of considerable worth (see “Treasure”). These valuable tomes are kept on the highest shelves, 25 feet above floor level, and are enormous
bronze lantern hanging above the table has a continual flame spell cast within it. Treasure Among Sansuri’s collection of books are four historical texts chronicling the rise and fall of Ostoria (worth 500
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ledges or cling to the high ceiling, attacking with their bows while staying out of the range of melee weapons. A drider retreats if reduced to 60 hit points or fewer. Drow Patrol The characters encounter
and buildings are lit by eldritch green, blue, and violet lights as bright as torches (created with continual flame spells). Other areas are dark.
Shielded City. The drow have locked down their
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
: +5 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.
Energy Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 8 (1d10 + 3) force damage.
Noxious Breath (Recharge
disguise themselves to spy for the Dragon Armies. The sight of dragons drives baaz draconians into a deadly furor. When baaz draconians die, their bodies turn to stone and unleash clouds of petrifying
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike
.
The crystal also glows with a purplish inner light while you are attuned to it.
The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
impulses that drives many mortals to battle. Fear, greed, hatred—these are seeds that the Rage of War sows in the hopes of producing a bloody harvest. Rak Tulkhesh typically takes the form of a vaguely
Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) force damage.
Spawned Ranged Weapon. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) force
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
Change Shape. The giant
: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.
Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target






