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Returning 35 results for 'blade before down casting reveals'.
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Magic Items
Dungeon Master’s Guide
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
Monsters
The Book of Many Things
veiled presence fails a saving throw, it can choose to succeed instead.Multiattack. The veiled presence makes two Blade of Judgment attacks and can use Revelation.
Blade of Judgment. Melee or Ranged
Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Blade of Judgment"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d6 + 7);{"diceNotation":"1d6+7", "rollType
Magic Items
Baldur’s Gate: Descent into Avernus
Magic Weapon. The Blade of Avernus is a magic weapon that functions as a vorpal sword.
Random Properties. The sword has the following randomly determined properties, as described in chapter 7 of the
ruler of Avernus, or a sanctuary you designate if you rule Avernus.
Destroying the Sword. The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
unoccupied space he can see.Negate Spell (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Negate Spell"}. Graz’zt tries to interrupt a spell he sees a creature casting within 60
provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, whose wavy, razor-edged blade drips acid at his command.Graz’zt’s Lair
Graz’zt’s principal lair is his
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Flame Blade 2nd-level evocation Casting Time: 1 bonus action Range: Self Components: V, S, M (leaf of sumac) Duration: Concentration, up to 10 minutes You evoke a fiery blade in your free hand. The
blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Flame Blade Level 2 Evocation (Druid, Sorcerer) Casting Time: Bonus Action
Range: Self
Components: V, S, M (a sumac leaf)
Duration: Concentration, up to 10 minutes
You evoke a fiery blade in
your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action. As a Magic
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Flame Blade Level 2 Evocation (Druid, Sorcerer) Casting Time: Bonus Action
Range: Self
Components: V, S, M (a sumac leaf)
Duration: Concentration, up to 10 minutes
You evoke a fiery blade in
your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action. As a Magic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flame Blade 2nd-level evocation Casting Time: 1 bonus action Range: Self Components: V, S, M (leaf of sumac) Duration: Concentration, up to 10 minutes You evoke a fiery blade in your free hand. The
blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Blade of Disaster 9th-level conjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a blade-shaped planar rift about 3 feet long in
an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Booming Blade (p. 142) Several adjustments have been made to the spell booming blade. For clarity, the spell is reprinted with these adjustments here. Booming Blade Evocation cantrip
Casting Time
: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell’s casting and make a melee attack with it
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Green-Flame Blade (p. 142) Several adjustments have been made to the spell green-flame blade. For clarity, the spell is reprinted with these adjustments here. Green-Flame Blade Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You brandish the weapon used in the spell’s casting and make a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy
Moonstar). The man’s eyes brim with madness as he levels a longsword with a radiant blade at the character and screams, “What have we to fear from darkness, you and I? Undermountain is where we belong. It
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blade Ward Abjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blade Ward Abjuration Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
similar effect, the flaw is removed. Casting detect magic in the Bleeding Citadel reveals that the whole structure radiates auras of abjuration and evocation magic. The interior of the citadel is one
, “The hero who becomes one with this blade exists no longer.” The characters can’t claim the sword until they complete the Idyllglen memory (see “Idyllglen” below).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
blade. 4 A planetar reveals itself to the characters and declares Atash a false emissary of the Sunweaver. 5 Possessed by a shadow demon, a high-ranking member of the Brightguard calls for the
personal favors for the genie. 3 Before their execution, a coven of night hags prophesy that an angel-killing blade is hidden in an unholy subterranean temple. The characters are charged with finding the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Booming Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell’s
casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Green-Flame Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in
the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
chains binding the city to the infernal iron posts sinking into Avernus must be severed, and the city must be returned to the Material Plane. FORGING THE BLADE OF AVERNUS
At some point after the
destruction of the Sword of Zariel, Zariel gives her servants (including the characters if they have taken on that role) the task of forging a new blade for her. This endeavor comes with the following
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
light before spinning to look in the direction of the cult’s hideout (acting like a compass). A Detect Magic spell or similar effect reveals an aura of divination magic around the eyeball. Casting
Identify while targeting the eyeball reveals its function and its key phrase. Alternatively, a character can rifle through Delvin’s pockets and find a slip of parchment with the key phrase scribbled on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in rotted leather armor. The skeleton clutches a quarterstaff that has become brittle with age. A tattered backpack contains adventuring gear that has rotted or rusted away. Casting a speak with dead
spell on the skeleton reveals that the tiefling, Savir, was a monk who fell prey to a cloaker. Savir’s spirit doesn’t know what became of his adventuring companions or the cloaker. If questioned
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blade Barrier 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blade Barrier Level 6 Evocation (Cleric) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a wall of whirling blades made of magical
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blade Barrier Level 6 Evocation (Cleric) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a wall of whirling blades made of magical
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blade Barrier 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
observation reveals that the light is emitted by giant beetles. There seem to be around a dozen of these creatures in the room, each about three feet in length. They don’t appear to take notice of you
(worth 20 gp each), and a +1 dagger that looks like junk. When it is used, its grip frays, its blade chips, and it flakes rust. If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the shape of a goblin’s face, its blade notched with heavy use
3 The shattered helm of a dwarf monarch, mended with brazed gold
4 A full suit of ancient armor, its breastplate scrimshawed
with draconic faces
5 A pearl-handled switchblade, its blade eaten away by salt water and its handle emblazoned with a crest
6 An elaborate elven crown made to resemble a dragon’s head
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
on it, and a casting of detect evil and good or a paladin’s use of Divine Sense reveals it as a desecrated place. Mouth Trap. The mouth opening is similar to a sphere of annihilation, but it is about 3
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ceiling. The walls are too smooth to climb otherwise. Almiraj Tiles. A detect magic spell reveals an aura of abjuration magic around each almiraj tile. A creature that steps on an almiraj tile gains 2d10
temporary hit points. Once a tile has bestowed this benefit, it loses its magic until the next dawn. Casting dispel magic on a tile has the same effect. 10C. Labyrinth Traps are riddled throughout this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of a human pirate clutching a rusty shortsword in one hand and a wooden tankard in the other. A shattered wooden cask lies nearby. Careful examination of the wall above the skeleton reveals a slot
carved into the stone. The slot has the same width and depth as the pirate’s rusty blade. If this shortsword or one like it is inserted into the slot, a loose rock in the ceiling falls away, and with it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Find Traps Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense any trap within range that is within line of
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find Traps 2nd-level divination Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You sense the presence of any trap within range that is within line of sight. A trap
. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.






