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Returning 35 results for 'blowing blade diffusing cover receive'.
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Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
Spellcasting.
Cursed Blade. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Cursed Blade"} (with Advantage if the target doesn’t have all its Hit Points
Monsters
Strixhaven: A Curriculum of Chaos
target can’t benefit from cover less than total cover), reach 5 ft. or range 120 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Spatial Blade
Multiattack. The professor makes two Spatial Blade attacks.
Spatial Blade. Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Spatial Blade"} to hit (the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the world
around them.
Tortles
Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for
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
Classes
Xanathar's Guide to Everything
combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
Classes
Xanathar's Guide to Everything
combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
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
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":"Soul Blade
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
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
Classes
Xanathar's Guide to Everything
; as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often
forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it
Classes
Xanathar's Guide to Everything
; as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often
forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Blessings A character might receive a Blessing from a deity for doing something truly momentous—an accomplishment that catches the attention of both gods and mortals. A Blessing is an appropriate
also receive a Blessing in advance of a perilous quest. For example, a Paladin could receive one before setting out on a quest to slay a terrifying lich that is responsible for a magical plague
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Blessings A character might receive a Blessing from a deity for doing something truly momentous—an accomplishment that catches the attention of both gods and mortals. A Blessing is an appropriate
also receive a Blessing in advance of a perilous quest. For example, a Paladin could receive one before setting out on a quest to slay a terrifying lich that is responsible for a magical plague
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Blessings A character might receive a Blessing from a deity for doing something truly momentous—an accomplishment that catches the attention of both gods and mortals. A Blessing is an appropriate
also receive a Blessing in advance of a perilous quest. For example, a Paladin could receive one before setting out on a quest to slay a terrifying lich that is responsible for a magical plague
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
massive sphinx statue carved from black stone. The statue’s pyramidal head is like a triangular blade tipped toward the sky. Its shadow creeps across the stone courtyard, pointing like a sundial at runes
engraved in the tiles.
Lounging atop a dais in front of the sculpted sphinx is an actual sphinx, her silk scarves blowing around her in the breeze as she regards you with an inscrutable gaze
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
massive sphinx statue carved from black stone. The statue’s pyramidal head is like a triangular blade tipped toward the sky. Its shadow creeps across the stone courtyard, pointing like a sundial at runes
engraved in the tiles.
Lounging atop a dais in front of the sculpted sphinx is an actual sphinx, her silk scarves blowing around her in the breeze as she regards you with an inscrutable gaze
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
massive sphinx statue carved from black stone. The statue’s pyramidal head is like a triangular blade tipped toward the sky. Its shadow creeps across the stone courtyard, pointing like a sundial at runes
engraved in the tiles.
Lounging atop a dais in front of the sculpted sphinx is an actual sphinx, her silk scarves blowing around her in the breeze as she regards you with an inscrutable gaze
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
these devils are deployed). Bugles. Each devil on watch duty is issued an iron bugle. Blowing the bugle is a bonus action that blasts a hideous drone audible within 300 feet. Exterior Grounds. The
ground is free of cover in a 60-foot radius around the tower. Wall Chains. Barbed iron chains hang at 10-foot intervals down the exterior walls. These chains are part of the tower’s defense, as the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
these devils are deployed). Bugles. Each devil on watch duty is issued an iron bugle. Blowing the bugle is a bonus action that blasts a hideous drone audible within 300 feet. Exterior Grounds. The
ground is free of cover in a 60-foot radius around the tower. Wall Chains. Barbed iron chains hang at 10-foot intervals down the exterior walls. These chains are part of the tower’s defense, as the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
these devils are deployed). Bugles. Each devil on watch duty is issued an iron bugle. Blowing the bugle is a bonus action that blasts a hideous drone audible within 300 feet. Exterior Grounds. The
ground is free of cover in a 60-foot radius around the tower. Wall Chains. Barbed iron chains hang at 10-foot intervals down the exterior walls. These chains are part of the tower’s defense, as the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blade Barrier Level 6 Evocation (Cleric) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a wall of whirling blades made of magical
, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall’s space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dragonmarked houses, noble families, and other driving forces. Because Dreaming Dark agents can communicate and coordinate with one another in dreams, they never have to risk losing their cover to receive
Dreaming Dark NPCs Agents of the Dreaming Dark are insidious villains that can appear anywhere, in almost any context. They receive orders from a cabal of powerful quori. The leader of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dragonmarked houses, noble families, and other driving forces. Because Dreaming Dark agents can communicate and coordinate with one another in dreams, they never have to risk losing their cover to receive
Dreaming Dark NPCs Agents of the Dreaming Dark are insidious villains that can appear anywhere, in almost any context. They receive orders from a cabal of powerful quori. The leader of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dragonmarked houses, noble families, and other driving forces. Because Dreaming Dark agents can communicate and coordinate with one another in dreams, they never have to risk losing their cover to receive
Dreaming Dark NPCs Agents of the Dreaming Dark are insidious villains that can appear anywhere, in almost any context. They receive orders from a cabal of powerful quori. The leader of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blade Barrier 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of
, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blade Barrier Level 6 Evocation (Cleric) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a wall of whirling blades made of magical
, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall’s space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blade Barrier 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of
, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blade Barrier 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of
, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blade Barrier 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of
, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blade Barrier Level 6 Evocation (Cleric) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a wall of whirling blades made of magical
, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall’s space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blade Barrier 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of
, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blade Barrier Level 6 Evocation (Cleric) Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a wall of whirling blades made of magical
, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain. Any creature in the wall’s space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save






