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Returning 35 results for 'blocks blade diffusing contingent reduce'.
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Magic Items
Dungeon Master’s Guide
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear
. While the blade exists, this magic weapon functions as a Longsword with the Finesse property. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
You gain a
Sun Blade
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Flyby. The faerie doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.Needle Blade. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType
":"to hit", "rollAction":"Needle Blade"} to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5);{"diceNotation":"1d4+5", "rollType":"damage", "rollAction":"Needle Blade", "rollDamageType":"piercing"} piercing
Monsters
Mythic Odysseys of Theros
Assault (Costs 2 Actions). The ashen rider makes an attack using its ashen blade or bolt of ash, and then its mount can use its reaction to make a melee weapon attack.
Reduce to Ash (Costs 3 Actions). The
spellcasting ability is Wisdom (spell save DC 18). The rider can innately cast the following spells, requiring no material components:
At will: command, compelled duel
1/day each: banishment, blade barrier
Monsters
Dragonlance: Shadow of the Dragon Queen
, thaumaturgy
1/day each: blade barrier, dispel magic, flame strike, lesser restoration, revivifyHigh Master Kansaldi Fire-Eyes leads the Red Dragon Army’s offensive in Solamnia. A fanatical adherent
campaign south. In his absence, he left a powerful contingent of the Red Dragon Army under Kansaldi’s command and ordered her to claim the Kalaman region in the Dragon Queen’s name. Kansaldi
Equipment
hold these weapons with the same reverence with which they do shauth blade;shauth blades.
This weapon has the following mastery property. To use this property, you must have a feature that lets you
use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Monsters
Van Richten’s Guide to Ravenloft
Ectoplasmic Boon. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until
and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5
Spells
Xanathar's Guide to Everything
can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out
the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet
Monsters
Van Richten’s Guide to Ravenloft
it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee
Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction
Monsters
Van Richten’s Guide to Ravenloft
it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the
Monsters
Van Richten’s Guide to Ravenloft
turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2
);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the target is a creature, it is paralyzed until the start of the priest’s
Monsters
Van Richten’s Guide to Ravenloft
15, and it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade
. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
points, but it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and
Monsters
Mordenkainen's Fiendish Folio Volume 1
inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive runes. Living
Monsters
Icewind Dale: Rime of the Frostmaiden
current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final
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
Icewind Dale: Rime of the Frostmaiden
, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
Obstacle 1 Antilife aura with a radius of 1d10 × 10 ft.; while in the aura, living creatures can’t regain hit points 2 Battering winds reduce speed by half, impose disadvantage on ranged attack rolls 3
Monsters
Icewind Dale: Rime of the Frostmaiden
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Conceptopolis, Ekaterina Burmak Sun Blade, Sword of Kas
Sun Blade Weapon (Longsword), Rare (Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Sun Blade
Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Sun Blade Weapon (Longsword), Rare (Requires Attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into
existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Travel Pace Ships travel at a speed given in their stat blocks. Unlike with land travel, ships can’t choose to move at a faster pace, though they can choose to go slower. If a ship’s mode of movement
takes damage, it might be slowed. For every decrease of 10 feet in speed, reduce the ship’s travel pace by 1 mile per hour and 24 miles per day.
Magic Items
Baldur’s Gate: Descent into Avernus
radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.
Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor
destroyed if it’s used to shatter the Companion (see “Shattering the Companion”), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
followers claim it allows her to see through any lie. Highlord Verminaard follows visions from the Dragon Queen on a campaign south. In his absence, he left a powerful contingent of the Red Dragon Army under
spellcasting ability (spell save DC 16):
At will: light, spare the dying, thaumaturgy
1/day each: blade barrier, dispel magic, flame strike, lesser restoration, revivify
Bonus Actions
Dragon
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sorcerer Spells Cantrips (0 Level) Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Blindness/Deafness
Blur
Cloud of Daggers
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
zurkhwood blocks attached to one another by a length of rope. If its chocks are removed, a cart begins to roll. Its initial speed of 10 feet increases by 10 feet every round until it comes to the end of its
hand brake. A creature inside a cart or next to one can use its action to pull the hand brake to reduce the cart’s speed by up to 30 feet, bringing it to a stop if its speed drops to 0.
Moving out of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120
ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends. At Higher
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
five colleges; see chapter 7 for their stat blocks). Harvesting the required number of marshwicks from Sedgemoor takes 8 hours. A character who succeeds on a DC 16 Intelligence (Nature) or Wisdom
(Survival) check can reduce this time for everyone by 1 hour (to a minimum of 4 hours). Random Encounters in the Bayou Sedgemoor’s bayou is full of dangerous creatures. For every hour the characters’ group
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Challenge Rating Challenge 0 (0–10 XP) Cranium rat
Challenge 1/8 (25 XP) Boggle
Dolphin
Neogi hatchling
Xvart
Challenge 1/4 (50 XP) Apprentice wizard
Cow (ox, rothé
Barghest
Girallon
Hobgoblin devastator
Neogi master
Orc Blade of Ilneval
Stegosaurus
Warlock of the archfey
Yeth hound
Yuan-ti mind whisperer
Yuan-ti nightmare speaker
Challenge 5
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Creature Type Aberrations Death kiss
Elder brain
Gauth
Gazer
Mindwitness
Morkoth
Neogi
Neogi hatchling
Neogi master
Neothelid
Ulitharid
Beasts Aurochs
Kobold inventor
Kobold scale sorcerer
Kraken priest
Martial arts adept
Master thief
Necromancer
Nilbog
Orc Blade of Ilneval
Orc Claw of Luthic
Orc Hand of Yurtrus
Orc Nurtured
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Rogue Stat Blocks This section offers four stat block options for the antagonist created when the Rogue card is drawn. Each is a legendary creature. These stat blocks can represent a new NPC that
particular tier of play. You can change the creature type and other features of these stat blocks to customize the antagonists for your campaign. For example, you could change the veiled presence’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
(area K59). A recently constructed masonry wall blocks the staircase 10 feet below the landing west of area K17. A chink in this wall allows gas (or a vampire in gaseous form) to pass from one side
can create a hole wide enough to crawl through in 1 hour, or reduce the entire wall to a pile of masonry bricks and rubble in 2 hours. Thirty feet below the masonry wall and 50 feet above the foot of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Transmutation C Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Flame Blade Evocation C Flaming Sphere Evocation C Gust of Wind Evocation C Hold Person Enchantment C Invisibility
— Blade Ward Abjuration C Chill Touch Necromancy — Dancing Lights Illusion C Elementalism Transmutation — Fire Bolt Evocation — Friends Enchantment C Light Evocation — Mage Hand Conjuration — Mending
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Transmutation C Enhance Ability Transmutation C Enlarge/Reduce Transmutation C Flame Blade Evocation C Flaming Sphere Evocation C Gust of Wind Evocation C Hold Person Enchantment C Invisibility
— Blade Ward Abjuration C Chill Touch Necromancy — Dancing Lights Illusion C Elementalism Transmutation — Fire Bolt Evocation — Friends Enchantment C Light Evocation — Mage Hand Conjuration — Mending






