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Returning 35 results for 'blast burning down cube roll'.
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Monsters
Monster Manual
salamander can see within 120 feet. Failure: 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Inferno Blast", "rollDamageType":"Fire"} Fire damage, and the target starts burning, taking 5
(1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Inferno Blast", "rollDamageType":"Fire"} Fire damage at the start of each of its turns instead of the normal burning damage. The
Magic Items
Dungeon Master’s Guide
lid closes. The lid can’t otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the
Monsters
Monster Manual
an additional 10 feet.Burning Hammer. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Burning Hammer"}, reach 5 ft. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3
", "rollType":"damage", "rollAction":"Burning Hammer", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Burning Hammer", "rollDamageType":"Fire"} Fire damage.Fire, Poison
Classes
Player’s Handbook
Create Explosive Elemental Effects
Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid
. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.
Monsters
Monster Manual
creature hasn’t witnessed the cube move or otherwise act.Pseudopod. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Pseudopod"}, reach 5 ft. Hit: 12 (3d6 + 2
Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube’s Engulf and has Disadvantage on the
Spells
Player’s Handbook
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cube;Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each
creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Monsters
Monster Manual
Compression. The octopus can move through a space as narrow as 1 inch without expending extra movement to do so.
Water Breathing. The octopus can breathe only underwater.Tentacles. Melee Attack Roll
while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
Monsters
Monster Manual
Water Breathing. The octopus can breathe only underwater. It can hold its breath for 1 hour outside water.Tentacles. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
while underwater. Response: The octopus releases ink that fills a 10-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.
Monsters
Monster Manual
Magic Resistance. The mind flayer has Advantage on saving throws against spells and other magical effects.Tentacles. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
":"Piercing"} Piercing damage. Success: Half damage. Failure or Success: If this damage reduces the target to 0 Hit Points, the mind flayer kills it and devours its brain.
Mind Blast (Recharge 5–6
Monsters
Monster Manual
Water Breathing. The squid can breathe only underwater.Multiattack. The squid makes one Bite attack and one Tentacle attack.
Bite. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit
", "rollAction":"Bite"}, reach 5 ft. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage.
Tentacle. Melee Attack Roll
Magic Items
Dungeon Master’s Guide
spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Burning Hands
1
Fireball
3
Wall of Fire
4
Regaining Charges
. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.
Monsters
Monster Manual
Multiattack. The gnoll makes two Abyssal Strike attacks.
Abyssal Strike. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Abyssal Strike"}, reach 5 ft. or
":"1d6", "rollType":"recharge", "rollAction":"Hunger of Yeenoghu"}. The gnoll conjures a 30-foot Cube of magical Darkness originating from a point it can see within 60 feet, which lasts for 1 minute
Monsters
Monster Manual
5 feet of itself that isn’t being worn or carried. The touch destroys a 1-foot Cube of the object.Reflexive Antennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae.
Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself.Multiattack. The rust monster makes one Bite attack and uses Antennae twice.
Bite. Melee Attack Roll
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
effects at random (roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Cataclymic Event"}):
1: Clinging Flames. Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere
Monsters
Monster Manual
. It can replace one attack with a use of Infernal Tail.
Searing Fork. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Searing Fork"}, reach 10 ft. Hit: 15 (2d8
":"Searing Fork", "rollDamageType":"Fire"} Fire damage.
Hurl Flame. Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Hurl Flame"}, range 150 ft. Hit: 26 (5d8 + 4
Monsters
Monster Manual
", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage. Creatures and flammable objects in the Emanation start burning.
Fire Form. The elemental can move through a space as narrow as 1 inch without
moves in water or for every gallon of water splashed on it.Multiattack. The elemental makes two Burn attacks.
Burn. Melee Attack Roll: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
Monsters
Monster Manual
save, the zombie drops to 1 Hit Point instead.Multiattack. The zombie uses Eye Rays twice.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft
rays at a target it can see within 120 feet of itself (roll 1d4;{"diceNotation":"1d4, "rollType":"roll", "rollAction":"Eye Rays"}; reroll if the zombie has already used that ray during this turn
Monsters
Monster Manual
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"}, reach 5 feet. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Bite", "rollDamageType
":"Piercing"} Piercing damage.
Eye Rays. The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType
Magic Items
Dungeon Master’s Guide
just happened.
56–60
A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.
61–65
You pull a nonmagical object
out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66–70
You suffer a bout of “magic
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the beholder fails a saving throw, it can choose to succeed instead.Multiattack. The beholder uses Eye Rays three times.
Bite. Melee Attack Roll
"} Piercing damage.
Eye Rays. The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d10;{"diceNotation":"1d10", "rollType":"roll
Spells
Player’s Handbook
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
:
Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.
Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within
Magic Items
Dungeon Master’s Guide
. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.
When you attack a creature with the axe and roll a 20 on the d20 for the attack
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
Spells
Forgotten Realms: Heroes of Faerûn
You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the
for each spell slot level above 1. You can direct the blasts at the same target or at different ones. Make a separate attack roll for each blast.
Monsters
Netheril’s Fall
magical effects.Multiattack. The magen makes two Psychic Blast attacks.
Psychic Blast. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Psychic Blast
"}, reach 5 ft. or range 60 ft. Hit: 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Psychic Blast", "rollDamageType":"Psychic"} Psychic damage.
Spellcasting. The magen casts one of the
Monsters
Heroes of the Borderlands
Multiattack. Ivlis makes three Chaos Blast attacks. She can replace one attack with a use of Sinister Command if available.
Chaos Blast. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4
", "rollType":"to hit", "rollAction":"Chaos Blast"}, reach 5 ft. or range 60 ft. Hit: 7 (2d6) damage. Roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Blast Damage Type"} to determine
Monsters
Eberron: Forge of the Artificer
Multiattack. The artificer makes two attacks, using Battering Mace or Artillery Strike in any combination.
Battering Mace. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
"} Bludgeoning damage, and if the target is a Large or smaller creature, it has the Prone condition.
Artillery Strike. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit
Monsters
Lorwyn: First Light
Magic Resistance. The incarnation has Advantage on saving throws against spells and other magical effects.Multiattack. The incarnation makes two Vine attacks and uses Radiant Blast. It can replace
one vine attack with a use of Spellcasting to cast Blindness/Deafness if available.
Vine. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Vine"}, reach 20 ft. Hit: 18
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If the Rusted fails a saving throw, it can choose to succeed instead.Multiattack. The Rusted makes two Bite attacks.
Bite. Melee Attack Roll: +12;{"diceNotation":"1d20
carried in a 60-foot Cone. Failure: 45 (7d12);{"diceNotation":"7d12", "rollType":"damage", "rollAction":"Steam Breath", "rollDamageType":"Fire"} Fire damage, and the target starts burning. Success: Half
Feats
Forgotten Realms: Heroes of Faerûn
saving throw against a spell, you can take a Reaction to roll on the Mythal-Touched Magic table to create a magical effect. If an effect requires a saving throw, the DC equals 8 plus the modifier of
flame, takes 1d4 Fire damage, and is burning.
20
The triggering spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
School of Evocation
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in
military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ft. or range 120 ft., one target. Hit: 20 (3d10 + 4);{"diceNotation":"3d10+4", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"force"} force damage.
Force Blast. Each creature in
a 20-foot cube originating from the abjurer must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Force
Warlock of the Fiend
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
1st–5th level (4 5th-level slots
): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
Dark One's Own Luck (Recharges after a Short or Long Rest). When
Xvart Warlock of Raxivort
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray
, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray
Low Cunning. The xvart can take the Disengage action as a bonus action on each of
Spells
Elemental Evil Player's Companion
.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you
Monsters
Quests from the Infinite Staircase
", "rollType":"roll", "rollAction":"Chaos Blast"} damage. Roll a d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Chaos Blast"} to determine the damage type: 1, acid; 2, cold; 3, fire; 4, lightning
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls.Chaos Blast






