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Returning 35 results for 'before break devotion cone range'.
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Magic Items
Dungeon Master’s Guide
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself
Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
against your spell save DC to break free.
You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Poison Ray"}, range 150 ft. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2", "rollType":"damage", "rollAction":"Poison Ray", "rollDamageType":"Poison"} Poison
damage.Petrifying Gaze (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Petrifying Gaze"}. Constitution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa sees its
Monsters
Monster Manual
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction
Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation 2/Day Each: Fly, Lightning Bolt (level 7 version) 1/Day Each: Cone of Cold (level 9
Monsters
Monster Manual
", "rollDamageType":"Force"} Force damage.
Electrical Discharge. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Electrical Discharge"}, range 120 ft. Hit: 5 (1d6
":"recharge", "rollAction":"Paralysis Gas"}. Constitution Saving Throw: DC 11, each creature in a 30-foot Cone. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Monsters
Monster Manual
range 120 ft. Hit: 16 (3d8 + 3);{"diceNotation":"3d8+3", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The mage casts one of the following spells
), Invisibility 1/Day Each: Cone of Cold, FlyProtective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
"}, reach 10 ft. or range 120 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Draconic Strike", "rollDamageType":"Slashing"} Slashing damage plus 17 (5d6);{"diceNotation
.
Conjured Dragon’s Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"s Breath"}. Dexterity Saving Throw: DC 18, each creature in a 90-foot Cone. Failure: 27 (6d8
Monsters
Monster Manual
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Fiery Bolt"}, range 120 ft. Hit: 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Fiery Bolt", "rollDamageType":"Fire
"} Fire damage.
Poison Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Poison Breath"}. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55
Monsters
Monster Manual
damage.
Ice Throw. Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Ice Throw"}, range 60/240 ft. Hit: 12 (2d4 + 7);{"diceNotation":"2d4+7", "rollType":"damage
’s Chilling Gaze for 1 hour.
Cold Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 18, each creature in a 30-foot Cone
Monsters
Monster Manual
: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Object Slam"} (with Advantage if the target is inside the revenant’s space), reach 10 ft. or range 30/90 ft. Hit: 27 (5d8 + 5
);{"diceNotation":"5d8+5", "rollType":"damage", "rollAction":"Object Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Invitation. Charisma Saving Throw: DC 17, each creature in a 60-foot Cone
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.
Monsters
Monster Manual
+14", "rollType":"to hit", "rollAction":"Spectral Claw"}, reach 10 ft. or range 60 ft. Hit: 17 (3d6 + 7);{"diceNotation":"3d6+7", "rollType":"damage", "rollAction":"Spectral Claw", "rollDamageType
":"Force"} Force damage. If the target is a Large or smaller creature, it has the Prone condition.
Crackling Wave. Dexterity Saving Throw: DC 22, each creature in a 60-foot Cone. Failure: 32 (5d12
Monsters
Monster Manual
attacks.
Elemental Burst. Melee or Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Elemental Burst"}, reach 30 ft. or range 150 ft. Hit: 25 (5d6 + 8) damage of
: Half damage. Failure or Success: The target starts burning.2: Freezing Waves. Strength Saving Throw: DC 23, each creature in a 90-foot Cone. Failure: 22 (5d8);{"diceNotation":"5d8", "rollType":"damage
Monsters
Eberron: Forge of the Artificer
roll it makes before the start of the marshal’s next turn.
Pistol. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Pistol"}, range 30/90 ft. Hit: 15 (2d10
special dispensation of House Deneith.
Sentinel Marshals are never authorized to break local or international laws, but neither are they accountable to the legal authorities of any nation. A rogue
Monsters
Eberron: Forge of the Artificer
start of the commander’s next turn.
Javelin. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Javelin"}, reach 5 ft. or range 30/120 ft. Hit: 7
":Javelin"", "rollDamageType":"Necrotic"} Necrotic damage if the commander is Bloodied.Emerald Claw commanders lead large groups of soldiers, inspiring the fanatical devotion of Humanoids and Undead alike.
Monsters
Heroes of the Borderlands
.
Celestial Radiance. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Celestial Radiance"}, reach 5 ft. or range 60 ft. Hit: 18 (4d8);{"diceNotation":"4d8
);{"diceNotation":"2d8+4","rollType":"heal","rollAction":"Healer's Touch"} Hit Points.A curate earns a special connection to the divine through service to shrines and temples. This devotion endows these spiritual leaders with the power to heal injuries, repel evil, and raise the dead.
Monsters
Forgotten Realms: Adventures in Faerûn
Burst. Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Oppressive Burst"}, range 120 ft. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage
their hands as a sign of devotion.
Cultists
The adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three
Monsters
Stranger Things: Welcome to the Hellfire Club
", "rollType":"to hit", "rollAction":"Poison Ray"}, range 150 ft. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2", "rollType":"damage", "rollAction":"Poison Ray", "rollDamageType":"Poison"} Poison damage.Snake
-Haired Recluse with a Petrifying GazePetrifying Gaze (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the medusa
Monsters
Forgotten Realms: Adventures in Faerûn
":"1d20+13", "rollType":"to hit", "rollAction":"Corrosive Burst"}, reach 5 ft. or range 120 ft. Hit: 38 (5d12 + 6) Acid;{"diceNotation":"5d12+6", "rollType":"damage", "rollAction":"Corrosive Burst (Acid
following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21):
At Will: Cone of Cold, Detect Magic, Dispel Magic, Invisibility, Mage Hand
Monsters
Forgotten Realms: Adventures in Faerûn
"}. Constitution Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 52 (8d12) Acid;{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Corroding Breath (Acid)", "rollDamageType":"Acid
megalomaniacal.
Sammaster’s travels brought him into contact with people who revered dragons as icons of primeval might. Masquerading his desire to dominate dragonkind as devotion, Sammaster
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Dread Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 10 (2d4 + 5);{"diceNotation":"2d4+5", "rollType":"damage", "rollAction":"Dread Dagger", "rollDamageType":"Piercing"} Piercing damage plus 4
free themselves from that god’s malignant shadow. However, none have embraced the Chembryls’ tyrannical legacy more than Karas Chembryl, a ruthless assassin whose devotion to the gods Bane
Monsters
Forgotten Realms: Adventures in Faerûn
Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Eldritch Burst"}, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage
, Prestidigitation
2/Day Each: Animate Dead, Plane Shift
1/Day Each: Cone of Cold (level 8 version), Finger of Death, Power Word Kill, ScryingProtective Magic. Valindra casts Counterspell or Shield in response
Cult Fanatic
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
Spells
Fizban's Treasury of Dragons
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice
formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a
Wave
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak
imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god.
Wave harbors a secret doubt about its own nature and purpose. For all
Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger
Monsters
Dragonlance: Shadow of the Dragon Queen
Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.Multiattack. The officer makes two Vicious Lance attacks and uses
":"Vicious Lance", "rollDamageType":"fire"} fire damage.
Heavy Crossbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Heavy Crossbow"} to hit, range 100/400 ft
Monsters
Storm King's Thunder
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Stone Club"} to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage
Monsters
Tales from the Yawning Portal
Doomvault Devotion. Within the Doomvault, the apprentice has advantage on saving throws against being charmed or frightened.
Spellcasting. The apprentice is a 4th-level spellcaster. Its spellcasting
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
Monsters
Waterdeep: Dungeon of the Mad Mage
(3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): fire shield, phantasmal killer, stoneskin
5th level (3 slots): cone of
from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2
Monsters
Waterdeep: Dungeon of the Mad Mage
Spells. The staff has 10 charges. As an action, it can expend 1 or more of its charges to cast one of the following spells (save DC 12):
cone of cold (5 charges)
fog cloud (1 charge)
ice storm (4
successfully resists the staff's control can't be charmed by it for 24 hours.
A creature holding the staff that isn't charmed by it can use an action to attempt to break the staff over a knee or against a
Monsters
Strixhaven: A Curriculum of Chaos
use of Spellcasting.
Ink Lance. Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Ink Lance"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8
wit and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes.
The professors
Monsters
Strixhaven: A Curriculum of Chaos
many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their studies and travel the world to see history made before their eyes. Their magic can range from spells
tampering with the flow of time itself to concussive blasts that break through old ruins—to sometimes just bashing things with a glowing scroll.
Lorehold Scholars
The archaeomancers of
Monsters
Lost Laboratory of Kwalish
Dark Devotion. The elder monk has advantage on saving throws against being charmed or frightened.
Spellcasting. The elder monk is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell
Pike. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Force Pike"} to hit, reach 5 ft. or range 40/100 ft., one creature. Hit: 7 (1d10 + 2);{"diceNotation
Monsters
Thieves’ Gallery
sworn an oath of devotion to aid the innocent. Every inch the knight in shining armor, he thrives when inspiring goodness in his allies. The words “Neither virtue nor blade shall break&rdquo






