Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both before damaged completely range'.
Other Suggestions:
both before damage completes range
both before damage complete range
both before damage completely range
both before damage completed range
boat before damage complete range
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
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
Spells
Player’s Handbook
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing—not
object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to
Spells
Player’s Handbook
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
Spells
Player’s Handbook
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such
you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by
Spells
Player’s Handbook
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot
is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage
Spells
Player’s Handbook
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous
like.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing
Monsters
Baldur’s Gate: Descent into Avernus
":"Eldritch Blast"} to hit, range 120 ft., one creature. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Eldritch Blast","rollDamageType":"force"} force damage.
Unarmed Strike
Thalamra is damaged by a creature within 60 feet of her that she can see, the creature that damaged her is engulfed in hellish flames and must make a DC 14 Dexterity saving throw, taking 16 (3d10
Monsters
Tomb of Annihilation
":"damage","rollAction":"Scimitar","rollDamageType":"slashing"} slashing damage.
Shortbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320
","rollAction":"Shortbow","rollDamageType":"poison"} poison damage.Salida is 5 feet 4 inches tall and 120 pounds. She is fit and completely looks the part of a seasoned explorer. Her garb covers up the
Daylight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are
holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks
Monsters
Out of the Abyss
hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing
was able to resist and withstand all ten of the beholder's eye rays. Impressed by this feat of extraordinary luck, Karazikar made the human his acolyte after breaking his mind and his will. Shedrak is completely mad, considers Karazikar a god, and brooks no defiance or disrespect toward his "divine master."
Forcecage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
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
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is
Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this
with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Resilient Sphere
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed
all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless
Monsters
Mythic Odysseys of Theros
":"to hit","rollAction":"Fire Bolt"} to hit, range 120 ft., one target. Hit: 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Fire Bolt","rollDamageType":"fire"} fire damage.Hellish
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
’s available.
Flying Fangtrap. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Flying Fangtrap"} to hit, reach 5 ft. or range 60 ft., one target
one.Flash Powder. If the inventor is damaged by a creature it can see within 15 feet of itself, the inventor retaliates by flinging brilliantly explosive powder at the creature. The creature must succeed
Stinking Cloud
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the
duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn
Monsters
Thieves’ Gallery
.
Sling. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Sling"} to hit, range 30/120 ft., one target. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3", "rollType":"damage
: animal messenger, beast sense, speak with animals
2/day each: cure wounds, entangle, faerie fire, thunderwaveFiery Rebuke (3/Day). When Doric is damaged by a creature that she can see within 60 feet
Magic Items
Waterdeep: Dungeon of the Mad Mage
attune to Tearulai; any evil creature that tries to do so takes 20 psychic damage. The weapon’s emerald blade can’t be damaged or dulled, and the sword can’t be teleported anywhere
has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and
Monsters
Curse of Strahd
target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Shocking Bolt","rollDamageType":"lightning"} lightning
, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use
Monsters
Storm King's Thunder
"} slashing damage.
Rock. Ranged Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6
supplies, as well as to pillage wood from the mainland to repair the damaged ships and lodges of Svardborg.
Storvald has childhood memories of a legend about the Ice That Never Melts — a
Monsters
The Book of Many Things
Strike. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Radiant Strike"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 9 (1d12 + 3);{"diceNotation
: Divination, Greater RestorationPrice of Defiance. When the living portent is damaged by a creature that it can see within 120 feet of itself, radiant power sears the creature. The creature must make a
Monsters
Icewind Dale: Rime of the Frostmaiden
Xardorok is enlarged.
Eldritch Blast (Cantrip). Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Eldritch Blast"} to hit, range 120 ft., one creature. Hit: 9 (1d10
concentrating on a spell). Any equipment Xardorok wears or carries is invisible with him.Hellish Rebuke (2/Day). When Xardorok is damaged by a creature within 60 feet of him that he can see, the creature
Mordenkainen's Magnificent Mansion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can
Otiluke's Resilient Sphere
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed
immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.The sphere is
Simulacrum
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it
abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The
Monsters
Phandelver and Below: The Shattered Obelisk
Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell", "rollAction":"Eye Beam"} to hit, range 120 ft., one creature. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Eye Beam
. When the oculorb is damaged by a creature it can see within 60 feet of itself, it forces the creature to make a DC 16 Wisdom saving throw. The creature takes 10 (3d6);{"diceNotation":"3d6", "rollType
Wall of Stone
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous
.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause
Major Image
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the
duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal
Monsters
Curse of Strahd
hit","rollAction":"Rock"} to hit, range 120 ft., one target. Hit: 21 (3d8 + 8);{"diceNotation":"3d8+8","rollType":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning
, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use
Magnificent Mansion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can
Wall of Ice
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot
wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points
Planar Binding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is
of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell
Monsters
Icewind Dale: Rime of the Frostmaiden
hit","rollAction":"Fire Bolt"} to hit, range 120 ft., one target. Hit: 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Fire Bolt","rollDamageType":"fire"} fire damage.
Staff of
d20; on a 1, the staff turns to water and is destroyed.Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that
Spells
Xanathar's Guide to Everything
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it
created by the unseen servant spell.
The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Hellish Rebuke 1st-level evocation Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see Range: 60 feet Components: V, S Duration
: Instantaneous You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a






