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Returning 35 results for 'bolts before diameter continues range'.
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Spells
Player’s Handbook
You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of
the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or
Spells
Player’s Handbook
with a range of 30 feet.
As a Bonus Action, 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.
You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision
Spells
Player’s Handbook
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On
Spells
Player’s Handbook
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a
discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else
Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders
Spells
Player’s Handbook
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison
in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid
Spells
Player’s Handbook
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.
The portal has a front and a back on
Spells
Player’s Handbook
A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution
. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each
Spells
Player’s Handbook
You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or
a ringed wall up to 60 feet in diameter, 20 feet high, 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
Spells
Player’s Handbook
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity
Magic Items
Dungeon Master’s Guide
;s control.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can take a
action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct
Spells
Player’s Handbook
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1
Spells
Player’s Handbook
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range
Spells
Player’s Handbook
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10
feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a
Spells
Player’s Handbook
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your
chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
Spells
Player’s Handbook
wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
Monsters
Heroes of the Borderlands
":"Necrotic Sword", "rollDamageType":"Necrotic"} Necrotic damage.
Necrotic Bow. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Necrotic Bow"}, range 150/600 ft. Hit: 6
continues its villainous ways, but it is now driven by a hunger for life. A wight drains living essence through its attacks.PoisonNecrotic
Monsters
Forgotten Realms: Adventures in Faerûn
":"1d20+13", "rollType":"to hit", "rollAction":"Corrosive Burst"}, reach 5 ft. or range 120 ft. Hit: 38 (5d12 + 6) Acid;{"diceNotation":"5d12+6", "rollType":"damage", "rollAction":"Corrosive Burst (Acid
. He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt dragonkind
Equipment
Advanced Ammunition named after a damage type deals that damage type. Arrows and bolts can have blunt tips that deal Bludgeoning damage. All such ammo is heavier than normal; the weapon’s maximum range while using it is halved.
Deathlock Mastermind
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Grave Bolts"} to hit, range 120 ft., one or two targets. Hit: 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Grave
"} to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3;{"diceNotation":"3d6+3","rollType":"damage","rollAction":"Deathly Claw","rollDamageType":"necrotic"} necrotic damage).
Grave Bolts. Ranged Spell
Shrieker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Shriek"} of the shrieker's turns afterward.
Equipment
Advanced Ammunition named after a damage type deals that damage type. Arrows and bolts can have blunt tips that deal Bludgeoning damage. All such ammo is heavier than normal; the weapon’s maximum range while using it is halved.
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
","rollType":"to hit","rollAction":"Lightning Jolt"} to hit, range 120 ft., one target. Hit: 7 (1d10 + 2);{"diceNotation":"1d10+2","rollType":"damage","rollAction":"Lightning Jolt","rollDamageType
.
The body of a clockwork horror is about two feet in diameter, but the legs give it an overall diameter of four feet. Embedded in the front of its head is a crystal that enables the clockwork horror to
Magic Items
Wayfinder's Guide to Eberron
suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn’t limited by range. A creature cannot be attuned to more than one ring of shared suffering.
Equipment
Advanced Ammunition named after a damage type deals that damage type. Arrows and bolts can have wide heads that deal Slashing damage. All such ammo is heavier than normal; the weapon’s maximum range while using it is halved.
Equipment
Advanced Ammunition named after a damage type deals that damage type. Arrows and bolts can have wide heads that deal Slashing damage. All such ammo is heavier than normal; the weapon’s maximum range while using it is halved.
Chain Lightning
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be
within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning
Monsters
Acquisitions Incorporated
, screws, and wires, leaving behind its weapons and anything else it was carrying.
Each collapsed modron also spits out a six-inch-diameter magically charged disk that powers the creature, as well as a
;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage.
Monsters
Storm King's Thunder
hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage. Markham carries twenty
crossbow bolts.
Roleplaying Information
Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their
Monsters
Storm King's Thunder
","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage
. Augrek carries ten crossbow bolts.
Roleplaying Information
Sheriff’s deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart.
Ideal
Magic Items
Waterdeep: Dungeon of the Mad Mage
This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the
notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Monsters
Storm King's Thunder
. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Hand Crossbow"} to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage
","rollAction":"Hand Crossbow","rollDamageType":"piercing"} piercing damage. Narth carries twenty crossbow bolts.
Roleplaying Information
Narth sells gear to adventurers, and he also has an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Fist","rollDamageType":"bludgeoning"} bludgeoning damage.
Bolt Launcher. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bolt Launcher"} to hit, range 120/480
bolts are so large that few ogres can carry more than a half dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition
Monsters
Storm King's Thunder
","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType
":"piercing"} piercing damage. Baric carries twenty crossbow bolts.
Roleplaying Information
As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice






