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Returning 35 results for 'blinding beams diffusing cast repels'.
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Magic Items
Dungeon Master’s Guide
.
Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.
Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the
specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm
Dust Mephit
Legacy
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Monsters
Basic Rules (2014)
creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its
);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Blinding Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Blinding
Dust Mephit (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Innate Spellcasting.(1/Day). The mephit can innately cast sleep, requiring no material components. Its
);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Blinding Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Blinding
Monsters
Tales from the Yawning Portal
nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief.
Shape Water. The nereid can cast control water at will, requiring no components. Its
verbally communicate with beasts.Blinding Acid. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Blinding Acid"} to hit, reach 5 ft. or range 30 ft., one target
Monsters
Tyranny of Dragons
the start of his turn.
Attack. Diderius makes one attack with his rotting fist or uses his Dreadful Glare.
Blinding Dust. Blinding dust and sand swirls magically around the Diderius. Each creature
, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell
Gloom Weaver
Legacy
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Monsters
Mordenkainen’s Tome of Foes
hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: arcane eye, mage armor, speak with dead
1/day
:
Cantrips (at will): chill touch (3d8;{"diceNotation":"3d8","rollType":"roll"} damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation
1st−5th level (3 5th-level
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
spent legendary actions at the start of its turn.
Attack. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
Blinding Dust. Blinding dust and sand swirls magically
against effects that turn undead until initiative count 20 on the next round.
Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in
Star Spawn Larva Mage
Legacy
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Monsters
Mordenkainen’s Tome of Foes
attacks). It can innately cast the following spells, requiring no material components:
At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion
3/day: dominate monster
1/day
Monsters
Tomb of Annihilation
transformed. It doesn't change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the
following spells, requiring no material components:
At will: animal friendship (snakes only), eldritch blast (2 beams; +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit; 1d10 + 3;{"diceNotation":"1d10
Monsters
Waterdeep: Dungeon of the Mad Mage
mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
Blinding Dust. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord
next round.
Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord’s lair is wracked with pain. The creature
Solar
Legacy
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Monsters
Basic Rules (2014)
DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good
","rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends.
Blinding magical light springs from Fazrian's eyes until initiative
Monsters
Candlekeep Mysteries
. As an action, the golem can expend 1 charge to cast dispel magic (as a 9th-level spell) from the sapphire using Constitution as its spellcasting ability. The sapphire ceases to glow if all its
golem’s chest, hidden behind an 9-inch-diameter stone disk. The outer surface of the disk is inscribed with a blue circle that has eight golden beams radiating from it like the rays of the sun
Helm of Brilliance
Legacy
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Magic Items
Basic Rules (2014)
its magic.
You gain the following benefits while wearing it:
You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component
: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
As long as it has at least
Monsters
Candlekeep Mysteries
attack with her rotting fist or uses her Dreadful Glare.
Blinding Dust. Blinding dust and sand swirls magically around Valin. Each creature within 5 feet of Valin must succeed on a DC 16 Constitution
, any non-undead creature that tries to cast a spell of 4th level or lower in Valin’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must
Monsters
The Book of Many Things
Comet’s Voice (1/Day). The hierophant can cast Contact Other Plane, using Charisma as the spellcasting ability.
Magic Resistance. The hierophant has advantage on saving throws against spells
powerful warlocks with mighty spells at their disposal. They can commune with the alien mind of the All-Consuming Star, blast enemies with beams of eldritch energy, and conjure manifestations of this
Book of Exalted Deeds
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
in a blinding flash and is destroyed, leaving its possessions behind.
Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act
expend to cast a cleric or paladin spell counts as a spell slot of one level higher.
Halo
Once you’ve read and studied the book, you gain a protective halo. This halo sheds bright light in a
Backgrounds
Guildmasters’ Guide to Ravnica
;sacred flame
1st
guiding bolt, heroism
2nd
aid, scorching ray
3rd
beacon of hope, blinding smite
4th
death ward, wall of fire
5th
flame strike
Your magic often features dramatic bursts of flame or radiance. When you cast beneficial spells on your allies, they appear momentarily surrounded with halos of bright fire.
Suggested Characteristics
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
made to interact with non-evil creatures.
Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You
unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil
Monsters
Eberron: Rising from the Last War
(spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite
Monsters
Eberron: Rising from the Last War
succeed on a DC 22 Intelligence saving throw or take 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollDamageType":"psychic"} psychic damage and be unable to cast spells or activate magic items
for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Blinding Ray. The target and each creature within 10 feet of it
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
throw on each of its turns, ending the effect on itself on a success.
Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability
is Charisma.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
throw on each of its turns, ending the effect on itself on a success.
Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability
is Charisma.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
throw on each of its turns, ending the effect on itself on a success.
Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability
is Charisma.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
spell cast upon it (save DC 17) that repels humanoids (the antipathy effect). At the head of the steps are a pair of huge doors.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
spell cast upon it (save DC 17) that repels humanoids (the antipathy effect). At the head of the steps are a pair of huge doors.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
spell cast upon it (save DC 17) that repels humanoids (the antipathy effect). At the head of the steps are a pair of huge doors.
Magic Items
Keys from the Golden Vault
to the book, you can cast circle of death (save DC 20) from it as an action. After you cast the spell, roll a d6. On a roll of 1–5, you can’t use this property again until the next dawn
-evil creatures.
Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can’t use this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage. Spells. You can cast one of the following
the spell is cast and disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18
), using one of the helm’s gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dust. When all the gems are removed or destroyed, the helm loses its magic. Helm of Brilliance You gain the following benefits while wearing it: You can use an action to cast one of the following
the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage. Spells. You can cast one of the following
the spell is cast and disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18
), using one of the helm’s gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
gloom weaver’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: arcane
(3d8 damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation
1st−5th level (3 5th-level slots): armor of Agathys, blight, darkness, dream, invisibility, fear
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Action to extinguish them or until you drop or stow the weapon. Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage. Spells. You can cast one of the following
the spell is cast and disappears from the helm. Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1






