Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blast both diffusing class rod'.
Other Suggestions:
beast both diffusing class rod
blade both diffusing class rod
beasts both diffusing class rod
best both diffusing class rod
Magic Items
Dungeon Master’s Guide
, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
This rod has the following properties.
Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the
Magic Items
Dungeon Master’s Guide
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
magic-items
This adamantine Breastplate of ancient Dhaakan belonged to a hobgoblin hero known as a mighty slayer of Aberrations.
While wearing this armor, you gain a +2 bonus to Armor Class, any Critical Hit
against you becomes a normal hit, and you have Advantage on Saving Throw;saving throws against spells and other magical effects.
Additionally, if you succeed on a saving throw against the Mind Blast
magic-items
Armor Class: 15 Hit Points: 40
A Long Rod is a more portable version of a Siege Staff, measuring around 8 feet long. Including the stand required to brace it, it weighs close to 350 pounds.
It
takes 5 Magic actions to set up a Long Rod, and the same to tear down for transport. Once set up, it takes 1 Magic action to prime the rod, 1 Magic action to aim it, and 1 Magic action to fire it.
Any
Monsters
Eberron: Rising from the Last War
magical effects.Multiattack. The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +13;{"diceNotation":"1d20+13
","rollType":"to hit","rollAction":"Arcane Blast"} to hit, range 120 ft., one target. Hit: 12 (1d10 + 7);{"diceNotation":"1d10+7","rollType":"damage","rollAction":"Arcane Blast","rollDamageType":"force
Monsters
Eberron: Rising from the Last War
Constitution saving throws to maintain concentration.Multiattack. Sul Khatesh makes four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +18;{"diceNotation":"1d20+18","rollType":"to hit
","rollAction":"Arcane Blast"} to hit, range 120 ft., one target. Hit: 15 (1d10 + 10);{"diceNotation":"1d10+10","rollType":"damage","rollAction":"Arcane Blast","rollDamageType":"force"} force damage.
Magic Staff
Monsters
The Wild Beyond the Witchlight
Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more of his allies
get caught in a blast, so be it.
League of Malevolence
The League of Malevolence is an odious assemblage of villains united in one purpose: the accumulation of power. Its founding member, the
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8
otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky
+30 ft. Empty Body 19th +6 1d10 19 +30 ft. Ability Score Improvement 20th +6 1d10 20 +30 ft. Perfect Self Class Features As a monk, you gain the following class features.
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1 Class Features As a sorcerer, you gain the following class features.
Warlock
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt. The
20th +6 Eldritch Master 4 15 4 5th 8 Class Features As a warlock, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away
percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Left to Right: Holy Avenger, Horn of Blasting, Immovable Rod, and Horn of Valhalla
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away
percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Left to Right: Holy Avenger, Horn of Blasting, Immovable Rod, and Horn of Valhalla
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away
percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Left to Right: Holy Avenger, Horn of Blasting, Immovable Rod, and Horn of Valhalla
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Strider Airship has the following crew stations. Arcane Launcher (4) Medium Object Armor Class: 17 Hit Points: 30
Energy Blast (Requires Elemental Core
). Ranged Attack Roll: +7, range 100/500 ft. Hit: 14 (4d6) Force damage.
This miniature cannon shoots bursts of magical force. A creature operating the Arcane Launcher can take the Energy Blast action to aim and fire the cannon.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Strider Airship has the following crew stations. Arcane Launcher (4) Medium Object Armor Class: 17 Hit Points: 30
Energy Blast (Requires Elemental Core
). Ranged Attack Roll: +7, range 100/500 ft. Hit: 14 (4d6) Force damage.
This miniature cannon shoots bursts of magical force. A creature operating the Arcane Launcher can take the Energy Blast action to aim and fire the cannon.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Stations In addition to a Helm, a Strider Airship has the following crew stations. Arcane Launcher (4) Medium Object Armor Class: 17 Hit Points: 30
Energy Blast (Requires Elemental Core
). Ranged Attack Roll: +7, range 100/500 ft. Hit: 14 (4d6) Force damage.
This miniature cannon shoots bursts of magical force. A creature operating the Arcane Launcher can take the Energy Blast action to aim and fire the cannon.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Alertness Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls
. Spells. While holding the rod, you can cast the following spells from it: Detect Evil and Good Detect Magic Detect Poison and Disease See Invisibility Protective Aura. As a Magic action, you can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Alertness Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls
. Spells. While holding the rod, you can cast the following spells from it: Detect Evil and Good Detect Magic Detect Poison and Disease See Invisibility Protective Aura. As a Magic action, you can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Alertness Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls
. Spells. While holding the rod, you can cast the following spells from it: Detect Evil and Good Detect Magic Detect Poison and Disease See Invisibility Protective Aura. As a Magic action, you can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Alertness Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls
. Spells. While holding the rod, you can cast the following spells from it: Detect Evil and Good Detect Magic Detect Poison and Disease See Invisibility Protective Aura. As a Magic action, you can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rod of Alertness Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls
. Spells. While holding the rod, you can cast the following spells from it: Detect Evil and Good Detect Magic Detect Poison and Disease See Invisibility Protective Aura. As a Magic action, you can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Alertness Rod, Very Rare (Requires Attunement) This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls
. Spells. While holding the rod, you can cast the following spells from it: Detect Evil and Good Detect Magic Detect Poison and Disease See Invisibility Protective Aura. As a Magic action, you can
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
class is presented in Tasha’s Cauldron of Everything.) Spells Level Spell School Class 2nd Air Bubble Conjuration Artificer, Druid, Ranger, Sorcerer, Wizard 5th Create Spelljamming Helm Transmutation
rod worth at least 5,000 gp, which the spell consumes) Duration: Instantaneous Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm (see “Magic Items” below).
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
class is presented in Tasha’s Cauldron of Everything.) Spells Level Spell School Class 2nd Air Bubble Conjuration Artificer, Druid, Ranger, Sorcerer, Wizard 5th Create Spelljamming Helm Transmutation
rod worth at least 5,000 gp, which the spell consumes) Duration: Instantaneous Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm (see “Magic Items” below).
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
class is presented in Tasha’s Cauldron of Everything.) Spells Level Spell School Class 2nd Air Bubble Conjuration Artificer, Druid, Ranger, Sorcerer, Wizard 5th Create Spelljamming Helm Transmutation
rod worth at least 5,000 gp, which the spell consumes) Duration: Instantaneous Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm (see “Magic Items” below).
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.






