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Returning 35 results for 'blocks before deals casting resists'.
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Spells
Player’s Handbook
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using
Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon
Magic Items
Dungeon Master’s Guide
.
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
Kas, provided the sword is within 30 feet of the spell’s caster. Upon casting Wish, the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.
Monsters
Bigby Presents: Glory of the Giants
","rollAction":"Club"} and deals 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Club", "rollDamageType":"bludgeoning"} bludgeoning damage with a club (which might be a toy or
anything else the child picks up to use as a weapon).
For a giant child of any age, you can further modify one of these stat blocks by adding the parents’ damage immunities and resistances (if any) and any inherent traits.
Monsters
Infernal Machine Rebuild
.
Brute. A melee weapon deals one extra die of its damage when Sir Ursas hits with it (included in his attack).Multiattack. Sir Ursas makes three melee attacks or two ranged attacks.
Claw. Melee
must see the attacker and be wielding a melee weapon.
OUT ON LOAN
The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the “Special Equipment” section of their stat blocks) have been
Magic Items
Waterdeep: Dragon Heist
smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each
creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
Monsters
Guildmasters’ Guide to Ravnica
trees must be Large or bigger.Multiattack. Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action.
Constrict. Melee Weapon Attack: +11
). Trostani animates one or two trees she can see within 120 feet of her, causing them to uproot themselves and become awakened tree;awakened trees (see the Monster Manual for their stat blocks) for 1 minute or
Arcane Gate
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional
that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune
/Day). The narzugon, or one creature it touches, regains 100 hit points.Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the
Spell Scroll
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted
Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.
Scroll Mishap
d6
Result
1
A surge of magical energy deals the caster 1d6 force damage per level of
Monsters
Icewind Dale: Rime of the Frostmaiden
Aura deals an extra 10 cold damage until the end of her next turn.
Blinding Gleam (Costs 2 Actions). Auril’s form flares with a blue light. Each creature that can see Auril and is within 10 feet
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
spells
Sword Coast Adventurer's Guide
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
.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving
spells
Sword Coast Adventurer's Guide
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
ability modifier.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the
Monsters
Planescape: Adventures in the Multiverse
effects.
Special Equipment. Shemeshka carries a magic crown called the Razorvine Tiara. In the hands of anyone other than Shemeshka, the Razorvine Tiara functions as a tentacle rod that deals slashing
action), mind blankFell Counterspell (3/Day). Shemeshka utters a magical word to interrupt a creature she can see that is casting a spell. If the spell is 5th level or lower, it fails and has no effect
Monsters
Bigby Presents: Glory of the Giants
.
Siege Monster. The colossus deals double damage to objects and structures.Multiattack. The colossus makes two Slam attacks and then uses Stomp.
Slam. Melee Weapon Attack: +14;{"diceNotation":"1d20+14
ft., one creature casting a spell of 5th level or lower. Hit: 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Spell Reflection", "rollDamageType":"force"} force damage, and the
Monsters
The Wild Beyond the Witchlight
save DC 13, +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks):
At will: fire bolt, invisibility (after casting, roll a d8;{"diceNotation":"1d8
as he deals with staff and keeps the carnival running on schedule. A smile on his visage is a rare event, and it fades quickly.
Mister Witch dresses with panache, though in muted tones, and always
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The
its hit points. Casting a wish spell on the unconscious creature rids it of the infestation and prevents it from turning into a mind flayer.The dragon can take 3 legendary actions, choosing from the
Magic Items
Mythic Odysseys of Theros
the arrows is 18. Each arrow has a unique property:
Spring. As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals
see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Magic Items
Tomb of Annihilation
you harm them.
You can wield the staff as a quarterstaff, +3;+3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit.
Invoke Curse. The Staff of the Forgotten One has 7 charges and
successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess.
Casting the staff into a sphere of annihilation
Magic Items
Baldur’s Gate: Descent into Avernus
answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul
. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.
Monsters
Fizban's Treasury of Dragons
use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
Goblin
Legacy
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Species
Volo's Guide to Monsters
Adventurer’s Guide.) Use one of the warlock stat blocks in appendix B to represent this goblin, adding darkvision and the Nimble Escape traits common to all goblins.
Booyahg Booyahg Booyahg. This
goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Use the mage stat block in the Monster Manual to represent this goblin, adding
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them) 17 Poisonous gas (deals 1d6 poison damage per minute of exposure) 18 Reverse gravity effect causes creatures to fall toward the ceiling 19 Wall of fire blocks passage 20 Wall of force blocks passage
Blade barrier blocks passage 4–8 Cave-in 9–12 Chasm 1d4 × 10 ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon 13–14 Flooding leaves 2d10 ft. of water in the area; create
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
True Strike Divination Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S, M (a weapon with which you have proficiency and that is worth 1+ CP)
Duration
: Instantaneous
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
True Strike Divination Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: S, M (a weapon with which you have proficiency and that is worth 1+ CP)
Duration
: Instantaneous
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Finger of Death Level 7 Necromancy (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash negative energy toward a creature you
can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see “Creature Stat Blocks”) that follows your verbal orders.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Casting Multiple Spells Unlike player characters, if a creature’s stat block allows them to cast a spell as a bonus action, they can still cast another spell of 1st level or higher as an action on
-focused spells, some creatures can cast spells that are primarily used outside of combat. To streamline the stat blocks, these spells aren’t written out in the creature’s combat-oriented “Actions” section
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Light Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard) Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one Large or smaller
you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Wall of Sand 3rd-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (a handful of sand) Duration: Concentration, up to 10 minutes You conjure up a wall of swirling sand on the
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Message Transmutation Cantrip (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round
You point toward a creature within range
target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Wall of Sand 3rd-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (a handful of sand) Duration: Concentration, up to 10 minutes You create a wall of swirling sand on the
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Invisibility Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (an eyelash in gum arabic)
Duration: Concentration, up to 1 hour
A
creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.






