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Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a
that aren’t being worn or carried take 10d8 Thunder damage.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Monsters
Monster Manual
worn or carried, it starts burning.FireIgnited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Monsters
Monster Manual
Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Inferno Blast"}. Dexterity Saving Throw: DC 18, each creature in a 30-foot-radius Sphere centered on a point the
salamander can see within 120 feet. Failure: 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Inferno Blast", "rollDamageType":"Fire"} Fire damage, and the target starts burning, taking 5
Magic Items
Dungeon Master’s Guide
hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried.
The weapon has the following additional properties.
Clap of Thunder. As a Magic action, you can strike
Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren’t being worn or carried take 3d8 Thunder damage.
Earthquake. As a Magic action, you can strike the weapon
Spells
Player’s Handbook
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a
Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Spells
Player’s Handbook
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw
.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.
Spells
Player’s Handbook
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional
Spells
Player’s Handbook
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or
half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Spells
Player’s Handbook
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively
, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque
Magic Items
Dungeon Master’s Guide
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
an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of
Spells
Player’s Handbook
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it
.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something
Spells
Player’s Handbook
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Spells
Player’s Handbook
-radius Sphere centered on that point makes 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
’s space or collides with a solid object, the spell ends, and the bead explodes.
When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Magic Items
Dungeon Master’s Guide
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
Obscured.
41–45
A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which
Magic Items
Dungeon Master’s Guide
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
space, each 5-foot square of slime representing a separate patch. Nonmagical objects worn or carried by the target that are made of metal or organic material are destroyed by the slime.
Poison Immunity
Feats
Forgotten Realms: Heroes of Faerûn
15-foot-radius, 60-foot-tall Cylinder centered on you for 1 minute, per the Reverse Gravity spell.
11-13
You and the triggering spell’s caster each make a Constitution saving throw. On a
if it was a spell attack.
18-19
Any flammable, nonmagical object within 10 feet of the triggering spell’s caster that isn’t being worn or carried by another creature bursts into
Monsters
Princes of the Apocalypse
’t being worn or carried ignite. A creature also takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage if it touches Imix or hits
through that space.
Illumination. Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day). If Imix fails a saving throw, he can choose to
Equipment
This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking (6d6) force damage on a failed save or half as much damage on a successful one.
Magmin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
","rollType":"damage","rollAction":"Death Burst","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that
area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for
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
damage on a successful one. The explosion ignites flammable objects that aren’t being worn or carried, and it destroys the scorchbringer.Light Hammer. Melee or Ranged Weapon Attack: +4
Monsters
Dragonlance: Shadow of the Dragon Queen
Toxic Mastery. Lohezet ignores a creature’s resistance to poison damage.Multiattack. Lohezet makes three Withering Blast attacks and uses Miasma if it’s available. He can replace one of
the attacks with a use of Spellcasting.
Withering Blast. Melee or Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"spell", "rollAction":"Withering Blast"} to hit, reach 5 ft. or range 60
spells
Fizban's Treasury of Dragons
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.
When you
move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a
Monsters
The Book of Many Things
attacks or three Comet Blast attacks.
Herald’s Axe. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Herald's Axe"} to hit, reach 5 ft., one target. Hit: 11
":"Herald's Axe", "rollDamageType":"necrotic"} necrotic damage.
Comet Blast. Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"spell", "rollAction":"Comet Blast"} to hit, range 120 ft., one
Monsters
Vecna: Eve of Ruin
trait is bestowed by her Robe of the Archmagi.)
Special Equipment. Tasha wears a Robe of the Archmagi.Multiattack. Tasha makes two Caustic Blast attacks and uses Psychic Whip once.
Caustic Blast
. Melee or Ranged Spell Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Caustic Blast"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 21 (6d4 + 6);{"diceNotation":"6d4
Meteor Swarm
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving
one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fiery Death and Rebirth. If the phoenix dies, it explodes. Each creature in 60-foot-radius sphere centered on the phoenix must make a DC 20 Dexterity saving throw, taking 22 (4d10);{"diceNotation
in the area that aren’t being worn or carried.
The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder, which weighs 5 pounds. The cinder deals 21 (6d6
Equipment
A catapult munition roughly the size and weight of a cannonball.
The munition can be thrown up to 30 feet and explodes on impact. Any creature within a 15-foot-radius sphere centered on the point of
impact must make a DC 14 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. In addition, each object in that area that isn’t being worn or carried takes 35 (10d6) fire damage.
Equipment
time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).
Spells
Elemental Evil Player's Companion
or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed
Phoenix
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t worn or carried.
The explosion
touch, the phoenix can also ignite flammable objects that aren’t worn or carried (no action required).
Flyby. The phoenix doesn’t provoke opportunity attacks when it flies out of an
Daylight
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are
holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks
Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this
darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves
Fireball
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on
objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Monsters
Eberron: Rising from the Last War
magical effects.Multiattack. The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +13;{"diceNotation":"1d20+13
","rollType":"to hit","rollAction":"Arcane Blast"} to hit, range 120 ft., one target. Hit: 12 (1d10 + 7);{"diceNotation":"1d10+7","rollType":"damage","rollAction":"Arcane Blast","rollDamageType":"force
Monsters
Guildmasters’ Guide to Ravnica
"} fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium.
Form
":"damage","rollAction":"Heated Body","rollDamageType":"fire"} fire damage.
Illumination. The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet.Slam. Melee Weapon






