Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'block before diffusing cover radiant'.
Other Suggestions:
back before diffusing core radiant
book before diffusing core radiant
back before diffusing core radiance
blocks before diffusing cover radiance
blocks before diffusing cover radiate
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
or Three-Quarters Cover for this save.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Forager (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw
animal lord has Advantage on saving throws against spells and other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Hunter (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it
other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Rend. Melee Attack Roll: +13;{"diceNotation":"1d20+13
Monsters
Monster Manual
Animal Lordship. An animal lord represents the Sage, which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to
Advantage on saving throws against spells and other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Rend. Melee Attack
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
Monsters
Monster Manual
block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30
other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Rend. Melee Attack Roll: +13;{"diceNotation":"1d20+13
Feats
Player’s Handbook
Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices
within 60 feet of yourself that isn’t behind Total Cover. If you do so, that creature must succeed on a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take damage equal to 2d12 plus your Constitution modifier.
Magic Items
Dungeon Master’s Guide
Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of
yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.
Spells
Player’s Handbook
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
Magic Items
Dungeon Master’s Guide
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn’t create new shadows
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
target takes 2d10 Radiant;{"diceNotation":"2d10", "rollType":"damage", "rollAction":" (Radiant)", "rollDamageType":"Radiant"} damage.
Using a Higher-Level Spell Slot. You create an additional blast
Spells
Forgotten Realms: Heroes of Faerûn
For the duration, moonlight fills a 20-foot Emanation originating from you with Dim Light. While in that area, you and your allies have Half Cover and Resistance to Cold, Lightning, and Radiant
Sacred Flame
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
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 cover for
monsters
Monster Manual
looks different but uses the same stat block and returns with all its Hit Points.Multiattack. The revenant makes two Object Slam attacks and uses Invitation.
Object Slam. Melee or Ranged Attack Roll
. Failure: The target is teleported inside the revenant’s space and swallowed. A swallowed creature has Total Cover against attacks and other effects outside the revenant.
While the revenant has
Monsters
The Book of Many Things
(3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Sunspear", "rollDamageType":"radiant"} radiant damage, or 21 (5d6 + 4);{"diceNotation":"5d6+4", "rollType":"damage", "rollAction
":"Sunspear", "rollDamageType":"radiant"} radiant damage if the target is a Fiend or an Undead.
Solar Flare (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Solar Flare
Summon Celestial
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Tasha’s Cauldron of Everything
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the
spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an
Monsters
Spelljammer: Adventures in Space
’t require sleep.Multiattack. The elf makes two Longsword or Radiant Ray attacks.
Longsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Longsword
","rollType":"damage","rollAction":"Longsword (additional Radiant)","rollDamageType":"radiant"} radiant damage.
Radiant Ray. Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
Monsters
The Book of Many Things
’ will. These living portents are Aberrations instead of Celestials and are typically chaotic evil. They replace any radiant damage in their stat block with necrotic or psychic damage (DM&rsquo
Brilliance (True Form Only). The living portent sheds bright light for 30 feet and dim light for an additional 30 feet.Multiattack. The living portent makes two Radiant Strike attacks.
Radiant
Monsters
Spelljammer: Adventures in Space
(bonus radiant)","rollDamageType":"radiant"} radiant damage.
Longbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Longbow"} to hit, range 150/600 ft., one
":"Longbow (bonus radiant)","rollDamageType":"radiant"} radiant damage.Astral elf warriors operate elven spelljamming ships and defend elven strongholds throughout the Astral Plane.
Astral Elves
Monsters
The Book of Many Things
makes two Radiant Blade attacks and uses Bursting Benediction.
Radiant Blade. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Radiant Blade"} to hit, reach 5 ft
., one target. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Radiant Blade", "rollDamageType":"slashing"} slashing damage plus 13 (3d8);{"diceNotation":"3d8", "rollType
Darkling Elder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Death Burn","rollDamageType":"radiant"} radiant damage and
.
The Killing Light. The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every
Monsters
Spelljammer: Adventures in Space
chain.
Unusual Nature. The elf doesn’t require sleep.Multiattack. The elf makes two Scimitar attacks and uses Radiant Beam (if available).
Scimitar. Melee Weapon Attack: +5;{"diceNotation
"} slashing damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Scimitar","rollDamageType":"radiant"} radiant damage.
Radiant Beam (3/Day). A magical beam of radiance flashes out
Monsters
Spelljammer: Adventures in Space
":"damage","rollAction":"Longsword (bonus Radiant)","rollDamageType":"radiant"} radiant damage.
Longbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
);{"diceNotation":"4d6","rollType":"damage","rollAction":"Longbow (bonus Radiant)","rollDamageType":"radiant"} radiant damage.
Spellcasting. The elf casts the following spell, using Wisdom as the
monsters
Monster Manual
Regeneration. The revenant regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn’t function at the start of its next turn. Its
and Good is cast on its corpse. If it revives, it animates a Humanoid corpse elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"piercing"} piercing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Lance", "rollDamageType":"radiant"} radiant damage.
Longsword. Melee Weapon Attack: +5;{"diceNotation
);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Longsword", "rollDamageType":"radiant"} radiant damage.
Heavy Crossbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit
spells
Forgotten Realms: Heroes of Faerûn
Bonus Action on later turns, you can unleash a shining bolt from the mote, targeting one creature within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes Force or Radiant
damage (your choice) equal to 4d10 plus your spellcasting ability modifier.
In addition, while the mote is present, you have Three-Quarters Cover, and if you succeed on a saving throw against a spell
Monsters
Van Richten’s Guide to Ravenloft
creature’s next turn.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or
restrained, has total cover against attacks and other effects outside the dead flesh, and takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Flesh Entomb","rollDamageType":"necrotic
Monsters
Spelljammer: Adventures in Space
":"piercing"} piercing damage plus 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Morningstar (additional radiant)","rollDamageType":"radiant"} radiant damage.
Rain of Radiance.
":"damage","rollAction":"Rain of Radiance","rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.
Spellcasting. The elf casts one of the following
Monsters
Van Richten’s Guide to Ravenloft
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a
":"poison"} poison damage on a failed save, or half as much damage on a successful one. A Humanoid reduced to 0 hit points by this damage dies and rises as a zombie (see its stat block in the Monster
Monsters
The Book of Many Things
such cards in that range. Effects that protect a target from divination magic block this sense.
Riffling Step. The riffler can burrow through any nonmagical material that isn’t iron, shuffling the
":"damage", "rollAction":"Spectral Card", "rollDamageType":"force"} force damage plus 5 (1d10);{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Spectral Card"} damage that is radiant if the d10 roll
Monsters
Quests from the Infinite Staircase
; 3–4, purple blossom; or 5–6, snapper saw. This form determines certain traits in this stat block.
False Appearance. If the horrid plant is motionless at the start of combat, it has
":"acid"} acid damage at the start of each of its turns.
Spiked Leaves (Snapper Saw Only). Creatures within 10 feet of the horrid plant and not behind total cover must make a DC 14 Dexterity saving
Monsters
The Wild Beyond the Witchlight
);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Moon Ray", "rollDamageType":"radiant"} radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be transformed into a bat for 1
", "rollAction":"Sun Ray", "rollDamageType":"radiant"} radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of
Spells
Fizban's Treasury of Dragons
You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family
of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
", "rollAction":"Mirage Flare"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Mirage Flare", "rollDamageType":"radiant
"} radiant damage, and the target must succeed on a DC 14 Wisdom saving throw or be charmed by the veil keeper until the start of the veil keeper’s next turn. While charmed in this way, a creature
Monsters
Locathah Rising
Hearth of Moonlight and Shadow. At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover
gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in its stat block is higher, use the creature's bonus instead of Amble's.
When Amble transforms, they