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Returning 35 results for 'before both down centred range'.
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before both down centered range
magic-items
ammunition with one of the following spells (save DC 15) and fire the ammunition at a point or target within range: daylight (diamond), fireball (ruby), sleet storm (sapphire), or stench (emerald
). When the ammunition hits a target or surface, it unleashes the imbued spell centred on that point. These spells do not require concentration. You can choose to fire at a point on a surface or at a
magic-items
ammunition with one of the following spells (save DC 15) and fire the ammunition at a point or target within range: daylight (diamond), fireball (ruby), sleet storm (sapphire), or stench (emerald
). When the ammunition hits a target or surface, it unleashes the imbued spell centred on that point. These spells do not require concentration. You can choose to fire at a point on a surface or at a
magic-items
ammunition with one of the following spells (save DC 15) and fire the ammunition at a point or target within range: daylight (diamond), fireball (ruby), sleet storm (sapphire), or stench (emerald
). When the ammunition hits a target or surface, it unleashes the imbued spell centred on that point. These spells do not require concentration. You can choose to fire at a point on a surface or at a
magic-items
ammunition with one of the following spells (save DC 15) and fire the ammunition at a point or target within range: daylight (diamond), fireball (ruby), sleet storm (sapphire), or stench (emerald
). When the ammunition hits a target or surface, it unleashes the imbued spell centred on that point. These spells do not require concentration. You can choose to fire at a point on a surface or at a
monsters
sunlight.Spike. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Spike"} to hit, reach 5 ft. or range 20/60 ft., one target.Hit: 5 (1d4 + 3
with its Spike.
Spike Storm (Costs 2 Actions). The duskcap fires a torrent of spikes in either a 20-foot cone or in a 10-foot sphere centred on it. Each other creature in the area must make a DC 13
monsters
direct sunlight.Spike. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Spike"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4
.
Spike Storm (Costs 2 Actions). The duskcap fires a torrent of spikes in either a 20-foot cone or in a 10-foot sphere centred on it. Each other creature in the area must make a DC 15 Dexterity saving
monsters
. or range 20/60 ft., one target. Hit: 7 (1d4 + 5);{"diceNotation":"1d4 + 5", "rollType":"damage", "rollAction":"Spike", "rollDamageType":"piercing"} piercing damage.The fungal guardians (vigorous
centred on it. Each other creature in the area must make a DC 16 Dexterity saving throw, taking 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Spike Storm", "rollDamageType":"piercing
magic-items
, or half as much damage on a successful one.
OA: Daylight. When you take the Attack action, you can use one attack to fire a radiant arrow from this bow at a surface within the bow’s range and
expend 1 charge. A magical effect identical to the daylight spell manifests for 1 hour, centred wherever the arrow strikes the surface.
spells
You imperceptibly tangle the threads of the Weave in a 20-foot-radius sphere centred on a point you can see within range. Whenever a creature attempts to cast a spell of 1st level or higher in this
Heliana’s Guide to Monster Hunting: Part 2)
Any additional spell cast this way targets or is centred on the spellcaster, who has no control over the spell’s effects. The DC for any saving
spells
A blob of gloopy mud splunks from your pointed finger to a point you choose within range, where it splooges with a wet burp into an explosion of sludge. Each creature in a 15-foot-radius sphere
centred on that point must make a Strength saving throw. On a failed save, a target takes 3d10 bludgeoning damage and is knocked prone. On a successful one, it takes half as much damage and is not knocked
spells
You attempt to create violent emotions in a group of people. Each humanoid in a 20-foot-radius sphere centred on a point you choose within range must make a Charisma saving throw; a creature can
magic-items
, or half as much damage on a successful one.
OA: Daylight. When you take the Attack action, you can use one attack to fire a radiant arrow from this bow at a surface within the bow’s range and
expend 1 charge. A magical effect identical to the daylight spell manifests for 1 hour, centred wherever the arrow strikes the surface.
magic-items
, or half as much damage on a successful one.
OA: Daylight. When you take the Attack action, you can use one attack to fire a radiant arrow from this bow at a surface within the bow’s range and
expend 1 charge. A magical effect identical to the daylight spell manifests for 1 hour, centred wherever the arrow strikes the surface.
magic-items
, or half as much damage on a successful one.
OA: Daylight. When you take the Attack action, you can use one attack to fire a radiant arrow from this bow at a surface within the bow’s range and
expend 1 charge. A magical effect identical to the daylight spell manifests for 1 hour, centred wherever the arrow strikes the surface.
monsters
sporeslinger casts a spell that targets only one creature and doesn’t have a range of self, it can spend a number of sorcery points equal to the spell’s level to target a second creature in range
.
Smokescreen. The sporeslinger shakes its staff, creating a 5-foot-diameter sphere of black smoke centred on it that heavily obscured;heavily obscures the area. It then moves up to its speed.
Rage
magic-items
, or half as much damage on a successful one.
OA: Daylight. When you take the Attack action, you can use one attack to fire a radiant arrow from this bow at a surface within the bow’s range and
expend 1 charge. A magical effect identical to the daylight spell manifests for 1 hour, centred wherever the arrow strikes the surface.
monsters
sporeslinger casts a spell that targets only one creature and doesn’t have a range of self, it can spend a number of sorcery points equal to the spell’s level to target a second creature in range
the turn of the guardian with the highest initiative.
Smokescreen. The sporeslinger shakes its staff, creating a 5-foot-diameter sphere of black smoke centred on it that heavily obscured;heavily
monsters
sporeslinger casts a spell that targets only one creature and doesn’t have a range of self, it can spend a number of sorcery points equal to the spell’s level to target a second creature in
range with the same spell (1 sorcery point if the spell is a cantrip).
Sun Sickness. While in sunlight, or if it takes 15 or more radiant damage in a single turn, the sporeslinger has disadvantage on
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
: Bard, Sorcerer, Wizard
You imperceptibly tangle the threads of the Weave in a 20-foot-radius sphere centred on a point you can see within range. Whenever a creature attempts to cast a spell of 1st
[Tooltip Not Found] 6th-level abjuration Casting Time: 1 action
Range: 90 feet (20-foot-radius sphere)
Components: V, S, M (a piece of felt)
Duration: Concentration, up to 1 minute
Class
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Magnetite Shard 3rd-level evocation Casting Time: 1 action
Range: 90 feet (20-foot-radius sphere)
Components: V, S, M (a piece of magnetite)
Duration: Instantaneous
Class: Druid, Sorcerer
, Warlock, Wizard
You fling a supercooled piece of magnetite at a point you can see within range, where it detonates in an explosion of icy, metallic shards. Each creature in a 20-foot-radius sphere
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Class: Druid, Sorcerer, Warlock, Wizard
With a gentle patter, corrosive raindrops build to an acidic deluge in a 20-foot-radius, 60-foot-tall cylinder, centred on a point within range. When the rain
Acid Rain 3rd-level conjuration Casting Time: 1 action
Range: 90 feet (20-foot-radius, 60-foot-tall cylinder)
Components: V, S, M (a drop of acid)
Duration: Concentration, up to 1 minute
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
range: daylight (diamond), fireball (ruby), sleet storm (sapphire), or stench (emerald). When the ammunition hits a target or surface, it unleashes the imbued spell centred on that point. These spells do
not require concentration. You can choose to fire at a point on a surface or at a target; if you miss the target, the effect is centred on whichever surface the ammunition hits (GM’s discretion). The
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
[Tooltip Not Found] Conjuration cantrip Casting Time: 1 action
Range: Self (5-foot-diameter, 10-foot-high cylinder)
Components: V, S, M (a puffball mushroom)
Duration: Concentration, up to 1
round
Class: Druid, Sorcerer, Wizard
You spew a thick cloud of dense black smoke that forms a 5-foot-diameter, 10-foot-high cylinder centred on you that lasts until the start of your next turn. The
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
Aura of Impurity 4th-level abjuration Casting Time: 1 action
Range: Self (30-foot-radius sphere)
Components: V
Duration: Concentration, up to 1 minute
Class: Paladin, Warlock
Enervating
energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centred on you. Each creature of your choice that enters the aura for the first time on its turn
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
, Warlock, Wizard
You strike the ground, choosing a point you can see within range to begin accumulating gravity. A 40-foot-radius, 100-foot-high cylinder centred on that point becomes difficult terrain
Gravity Smash 5th-level evocation Casting Time: 1 action
Range: 120 feet (40-foot-radius, 100-foot-high cylinder)
Components: V, S
Duration: Concentration, up to 1 round
Class: Sorcerer
spells
With an exhalation, fungal spores waft their way towards a point within range. Each creature in a 15-foot-radius sphere centred on that point must succeed on a Constitution saving throw or become
creature within its reach/range other than you.
Veiled Lady. The creature’s vision darkens to a pinhole; the creature has disadvantage on Dexterity saving throws, and ranged attacks have
monsters
, or touches is suppressed while the target is in contact with the item. The curse can be lifted by a remove curse spell.Weavebender. When a ranged spell attack or a spell with an area of effect centred
proving too difficult for your players, you can choose to play the two creatures suboptimally and have them move more than 5 feet apart from one another, out of range of the Guardian Reaction.
Pygmy
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
[Tooltip Not Found] 3rd-level conjuration Casting Time: 1 action
Range: 150 feet (15-foot-radius sphere)
Components: V, S, M (a tiny ball of guano and mud)
Duration: 1 minute
Class: Bard
, Druid, Sorcerer, Warlock
A blob of gloopy mud splunks from your pointed finger to a point you choose within range, where it splooges with a wet burp into an explosion of sludge. Each creature in a 15
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
, Wizard
With a flare of brilliant octarine light, each creature within a 10-foot-radius sphere centred on a point you can see within range must succeed on a Charisma saving throw or become soulbound
Preserve 2nd-level Biomancy (can be replaced with abjuration) Casting Time: 1 action
Range: 60 feet
Components: V, S, M (some ether)
Duration: 24 hours
Class: Cleric, Druid, Paladin, Ranger
monsters
suppressed while the target is in contact with the item. The curse can be lifted by a remove curse spell.Weavebender. When a ranged spell attack or a spell with an area of effect centred on a point targets
difficult for your players, you can choose to play the two creatures suboptimally and have them move more than 5 feet apart from one another, out of range of the Guardian Reaction.
Pygmy Rakshasa Lairs
monsters
, or touches is suppressed while the target is in contact with the item. The curse can be lifted by a remove curse spell.Weavebender. When a ranged spell attack or a spell with an area of effect centred
is proving too difficult for your players, you can choose to play the two creatures suboptimally and have them move more than 5 feet apart from one another, out of range of the Guardian Reaction
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
any isolated hyphan—does not possess the ability to understand what it hears; it is the fungal hive mind that interprets those sounds. While a duskcap is within range of a colony’s communication
spores, this interpretation happens instantaneously. However, if a duskcap should range beyond these spores, it will record everything it hears, to be transmitted to the hive mind with unfailing accuracy
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
: Bard, Sorcerer, Warlock
You attempt to create violent emotions in a group of people. Each humanoid in a 20-foot-radius sphere centred on a point you choose within range must make a Charisma saving
[Tooltip Not Found] 3rd-level enchantment Casting Time: 1 action
Range: 120 feet (20-foot-radius sphere)
Components: V, S, M (a red handkerchief)
Duration: Concentration, up to 1 minute
Class
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
, up to 1 minute
Class: Druid, Warlock, Wizard
With an exhalation, fungal spores waft their way towards a point within range. Each creature in a 15-foot-radius sphere centred on that point must
[Tooltip Not Found] 4th-level Biomancy (can be replaced with necromancy) Casting Time: 1 action
Range: 90 feet (15-foot radius sphere)
Components: V, S, M (a mushroom)
Duration: Concentration
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
: Daylight. When you take the Attack action, you can use one attack to fire a radiant arrow from this bow at a surface within the bow’s range and expend 1 charge. A magical effect identical to the daylight spell manifests for 1 hour, centred wherever the arrow strikes the surface.