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Returning 18 results for 'being before divide could radiant'.
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being before divine could radiant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no
infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no
infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than
weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no
infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than
weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than
weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down). Turn Undead. As a Magic action, you present your Holy Symbol and
can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down). Turn Undead. As a Magic action, you present your Holy Symbol and
can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down). Turn Undead. As a Magic action, you present your Holy Symbol and
can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can
—such as that created by the Darkness spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can
—such as that created by the Darkness spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can
—such as that created by the Darkness spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Doors. Abjuration magic on these locked doors causes them to open if an animate skeleton touches them. Dungeon State. Unless destroyed with radiant damage, the skeletons here reassemble within 1
Lair Twisting ledges divide this chamber into multiple sections, creating a series of increasingly deep tiers. Stalagmites dot the floor.
Advance Notice. Those entering this area can hear the babble
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Doors. Abjuration magic on these locked doors causes them to open if an animate skeleton touches them. Dungeon State. Unless destroyed with radiant damage, the skeletons here reassemble within 1
Lair Twisting ledges divide this chamber into multiple sections, creating a series of increasingly deep tiers. Stalagmites dot the floor.
Advance Notice. Those entering this area can hear the babble
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Doors. Abjuration magic on these locked doors causes them to open if an animate skeleton touches them. Dungeon State. Unless destroyed with radiant damage, the skeletons here reassemble within 1
Lair Twisting ledges divide this chamber into multiple sections, creating a series of increasingly deep tiers. Stalagmites dot the floor.
Advance Notice. Those entering this area can hear the babble
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
workshops are nearby, but he’s reluctant to risk facing the dangerous monsters here. W9: Great Cavern Steep escarpments divide this large cavern into three sections: high ledges at either end and a lower
the mace is shaped like a sunburst and is made of solid brass. The mace glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to Undead
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
workshops are nearby, but he’s reluctant to risk facing the dangerous monsters here. W9: Great Cavern Steep escarpments divide this large cavern into three sections: high ledges at either end and a lower
the mace is shaped like a sunburst and is made of solid brass. The mace glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to Undead
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
workshops are nearby, but he’s reluctant to risk facing the dangerous monsters here. W9: Great Cavern Steep escarpments divide this large cavern into three sections: high ledges at either end and a lower
the mace is shaped like a sunburst and is made of solid brass. The mace glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to Undead