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Returning 35 results for 'being being diffusing cover radiance'.
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Spells
Player’s Handbook
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover
or Three-Quarters Cover for this save.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Magic Items
Candlekeep Mysteries
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.
While
surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself
Sacred Flame
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for
Monsters
Spelljammer: Adventures in Space
’t require sleep.Multiattack. The elf makes two Morningstar attacks. It can use Rain of Radiance in place of one of these attacks.
Morningstar. Melee Weapon Attack: +3;{"diceNotation
":"piercing"} piercing damage plus 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Morningstar (additional radiant)","rollDamageType":"radiant"} radiant damage.
Rain of Radiance.
Monsters
Spelljammer: Adventures in Space
"} slashing damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Scimitar","rollDamageType":"radiant"} radiant damage.
Radiant Beam (3/Day). A magical beam of radiance flashes out
eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sacred Flame Evocation Cantrip (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range
. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sacred Flame Evocation Cantrip (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range
. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Sacred Flame Evocation Cantrip (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range
. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sacred Flame Evocation Cantrip (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range
. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sacred Flame Evocation Cantrip (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range
. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Sacred Flame Evocation Cantrip (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range
. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sacred Flame Evocation Cantrip (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range
. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Sacred Flame Evocation Cantrip (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range
. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sacred Flame Evocation Cantrip (Cleric) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range
. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sacred Flame Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must
succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sacred Flame Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must
succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sacred Flame Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must
succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sacred Flame Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must
succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sacred Flame Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must
succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sacred Flame Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must
succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
light shed by the soul of every living creature. Radiant Sun Bolt Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that
creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can increase the sphere’s damage by spending ki points. Each point you spend, up to a maximum of 3
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack
-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
light shed by the soul of every living creature. Radiant Sun Bolt Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that
creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can increase the sphere’s damage by spending ki points. Each point you spend, up to a maximum of 3
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
light shed by the soul of every living creature. Radiant Sun Bolt Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that
creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can increase the sphere’s damage by spending ki points. Each point you spend, up to a maximum of 3
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack
-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack
-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your
gain the following benefits.
JOHN GRELLO Circle of the Moon Subclass
Lunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your
gain the following benefits.
JOHN GRELLO Circle of the Moon Subclass
Lunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your
gain the following benefits.
JOHN GRELLO Circle of the Moon Subclass
Lunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are the prominent colors. 13 Elemental Water
. It is adorned with symbols of nature: leaves, vines, stars, and the like. 16 Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are the prominent colors. 13 Elemental Water
. It is adorned with symbols of nature: leaves, vines, stars, and the like. 16 Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are the prominent colors. 13 Elemental Water
. It is adorned with symbols of nature: leaves, vines, stars, and the like. 16 Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim






