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Returning 35 results for 'benefit blade diffusing cone range'.
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Monsters
Monster Manual
or Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Clockwork Blade"}, reach 5 ft. or range 30 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1", "rollType":"damage
Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes two Clockwork Blade attacks.
Clockwork Blade. Melee
Monsters
Monster Manual
Multiattack. The cultist makes three attacks, using Pact Blade or Radiant Ray in any combination.
Pact Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Pact
Blade"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Pact Blade", "rollDamageType":"Slashing"} Slashing damage plus 18 (4d8);{"diceNotation":"4d8
Monsters
Monster Manual
. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Shadow Blade"}, reach 5 ft. or range 60 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage
Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.Shadow Blade
Monsters
Monster Manual
for 365 days.Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination.
Heated Blade. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
", "rollAction":"Heated Blade"}, reach 5 ft. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage", "rollAction":"Heated Blade", "rollDamageType":"Slashing"} Slashing damage plus 13 (2d12
Monsters
Monster Manual
Incapacitated condition.
Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.Dragon-Tooth Blade. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType
":"to hit", "rollAction":"Dragon-Tooth Blade"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Dragon-Tooth Blade", "rollDamageType":"Piercing"} Piercing damage
Monsters
Monster Manual
days.Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.
Storm Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Storm
Blade"}, reach 5 feet. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Storm Blade", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6
Monsters
Monster Manual
telepathy.Multiattack. The sahuagin makes three Trident attacks.
Trident. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Trident"}, reach 5 ft. or range 20/60 ft. Hit: 13
":"damage", "rollAction":"Fiendish Blood", "rollDamageType":"Acid"} Acid damage, and the target is cursed until it finishes a Short or Long Rest. While cursed, the target can’t benefit from the
Spells
Player’s Handbook
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Magic Items
Dungeon Master’s Guide
, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.
While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.
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
Spells
Player’s Handbook
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn
, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level
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
Wisdom saving throw or gain no benefit from that rest.
Warping Terrain. Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a D20 Test
and rolls a 1 has the Prone condition.
If the beholder dies or moves its lair elsewhere, these effects end immediately.Antimagic Cone. The beholder’s central eye emits an antimagic wave in a
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
throw or gain no benefit from that rest.
If the death tyrant dies or moves its lair elsewhere, these effects end immediately.PoisonNegative Energy Cone. The death tyrant’s central eye emits an
imperceptible, magical wave of negative energy in a 150-foot Cone. Creatures in that area can’t regain Hit Points until the start of the death tyrant’s next turn. An intact Humanoid corpse
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.
Spells
Player’s Handbook
This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
Overgrowth. Choose a point within range. All normal
or more areas of any size within the spell’s area from being affected.
Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants
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 drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage
knowledge, the target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Monsters
Monster Manual
":"Necrotic"} Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can’t regain Hit Points, it gains no benefit from finishing a Long Rest, and its Hit Point
.
Channel Negative Energy. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Channel Negative Energy"}, range 60 ft. Hit: 25 (6d6 + 4);{"diceNotation":"6d6+4
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.
Spells
Player’s Handbook
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shifting;shape-shift into Beast form for the duration. That
.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
Monsters
Monster Manual
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Sickening Ray"}, range 120 ft. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Sickening Ray
mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire
Spells
Player’s Handbook
Choose one creature or nonmagical object that you can see within range. The creature shape-shifting;shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a
or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
Object into Creature. You can turn an object into any
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
"}, reach 5 ft. or range 30 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Mind Blade", "rollDamageType":"Psychic"} Psychic damage.
Spellcasting. The
Multiattack. The infiltrator makes three Mind Blade attacks.
Mind Blade. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Mind Blade
Monsters
Eberron: Forge of the Artificer
Hustle. The underboss can move through the space of any creature that is of a larger size, but it can’t stop there.Multiattack. The underboss makes three attacks, using Poisoned Blade or Arcane
Firearm in any combination.
Poisoned Blade. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Poisoned Blade"}, reach 5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4
Monsters
Forgotten Realms: Adventures in Faerûn
aura.Multiattack. The Zhentilar makes three attacks, using Dooming Blade or Oppressive Ray in any combination. It can replace one attack with a use of Spellcasting.
Dooming Blade. Melee Attack Roll: +5
;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Dooming Blade"}, reach 5 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Dooming Blade", "rollDamageType
Monsters
Forgotten Realms: Adventures in Faerûn
), reach 5 ft. or range 20/80 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Cursed Blade", "rollDamageType":"Slashing"} Slashing damage. Hit or Miss: The blade magically
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of






