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Returning 35 results for 'before burning destroys creatures range'.
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Monsters
Monster Manual
range 30/90 ft. Hit: 16 (2d8 + 7);{"diceNotation":"2d8+7", "rollType":"damage", "rollAction":"Flame Trident", "rollDamageType":"Piercing"} Piercing damage plus 14 (4d6);{"diceNotation":"4d6", "rollType
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
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time
cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.
1d100
Outer
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.
Monsters
Monster Manual
", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage. Creatures and flammable objects in the Emanation start burning.
Fire Form. The elemental can move through a space as narrow as 1 inch without
Magic Items
Dungeon Master’s Guide
from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect
expend to cast the spell.
Spell
Charge Cost
Giant Insect
4
Insect Plague
5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Monsters
Monster Manual
":"Searing Fork", "rollDamageType":"Fire"} Fire damage.
Hurl Flame. Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Hurl Flame"}, range 150 ft. Hit: 26 (5d8 + 4
);{"diceNotation":"5d8+4", "rollType":"damage", "rollAction":"Hurl Flame", "rollDamageType":"Fire"} Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning
Spells
Player’s Handbook
globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing—not
Magic Items
Dungeon Master’s Guide
minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar
item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the
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 hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell
starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Spells
Player’s Handbook
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cube;Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each
creature in the area makes a Dexterity saving throw, taking 7d10 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.
Magic Items
Dungeon Master’s Guide
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a
Magic Items
Dungeon Master’s Guide
of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
Spells
Player’s Handbook
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot
’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
When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic
expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped
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
Spells
Player’s Handbook
An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be
destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Spells
Player’s Handbook
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
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
A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.
Monsters
Monster Manual
.
Rapport Spores. The myconid expels spores in a 30-foot Emanation originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Monsters
Monster Manual
. Creatures in that area with an Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Monsters
Monster Manual
Aura of Bravery. Creatures of the knight’s choice in a 30-foot Emanation originating from it have Immunity to the Charmed and Frightened conditions while there.Multiattack. The knight makes
", "rollDamageType":"Radiant"} Radiant damage.
Longbow. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Longbow"}, range 150/600 ft. Hit: 12 (2d8 + 3
Monsters
Monster Manual
Incorporeal Movement. The empyrean can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
effects.Otherworldly Strike. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Otherworldly Strike"}, reach 5 ft. or range 30 ft. Hit: 7 (1d8 + 3) Necrotic
Spells
Player’s Handbook
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot
. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.
A creature moving through the sheet of frigid air for the first time
Spells
Player’s Handbook
You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.
Monsters
Monster Manual
":"to hit", "rollAction":"Longbow"}, range 150/600 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Longbow", "rollDamageType":"Piercing"} Piercing damage.Trampling
through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. Strength Saving Throw: DC 14. Failure: 7 (1d6 + 4
Monsters
Monster Manual
Incorporeal Movement. The empyrean can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
effects.Otherworldly Strike. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Otherworldly Strike"}, reach 5 ft. or range 30 ft. Hit: 7 (1d8 + 3) Necrotic
Monsters
Monster Manual
Incorporeal Movement. The poltergeist can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Object Slam"}, reach 5 ft. or range 30 ft. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2", "rollType":"damage
Spells
Player’s Handbook
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Spells
Player’s Handbook
Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.
Monsters
Monster Manual
+10", "rollType":"to hit", "rollAction":"Pistol"}, range 30/90 ft. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6", "rollType":"damage", "rollAction":"Pistol", "rollDamageType":"Piercing"} Piercing
start of its next turn, possibly causing the attacks to miss.Rally (1/Day). The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate’s next turn, the targets have Advantage on attack rolls and saving throws.
Spells
Player’s Handbook
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous
a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.
If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Monsters
Monster Manual
on itself on a success. After 1 minute, it succeeds automatically.
Rapport Spores. The myconid expels spores in a 30-foot Emanation originating from itself. Creatures in that area with an
Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Spells
Player’s Handbook
Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly






