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Returning 35 results for 'both before dash cantrip result'.
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Monsters
Eberron: Rising from the Last War
, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage","rollDamageType":"slashing"} slashing damage.
Fire Bolt (Cantrip). Ranged Spell Attack: +10
legendary actions at the start of his turn.
Attack. The Lord of Blades makes one weapon attack.
Cantrip. The Lord of Blades casts one of his cantrips.
Cast a Spell (Costs 2 Actions). The Lord of Blades casts
Magic Items
Bigby Presents: Glory of the Giants
. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action.
Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of
Monsters
Tales from the Yawning Portal
Focused Conjuration. While Var is concentration on a conjuration spell, his concentration can't be broken as a result of taking damage.
Legendary Resistance (3/Day). If Var fails a saving throw, he
regains spent legendary actions at the start of his turn.
Cantrip. Var casts a cantrip.
Paralyzing Touch. (Costs 2 Actions) Var uses Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Var fixes his
Monsters
Thieves’ Gallery
things in life, particularly when they result from his own cleverness. Decades of heists and cons haven’t slaked his thirst—in fact, his ambitions only grow grander with time.Cunning. Forge
takes the Dash, Disengage, or Hide action, or he gives himself advantage on the next attack roll he makes before the end of this turn.
Monsters
Mythic Odysseys of Theros
(1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Fiery Touch","rollDamageType":"fire"} fire damage.
Fire Bolt (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType
to alter the natural course of destruction, neither will they make another nymph's home part of any calamity they encourage. As a result, part of what makes an alseid's field or a dryad's grove seem
Spell Scroll
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
(0 - Cantrip);Cantrip
Common
13
+5
Spell Scroll (1st Level);1st
Common
13
+5
Spell Scroll (2nd Level);2nd
Uncommon
13
+5
Spell Scroll (3rd Level);3rd
Uncommon
15
+7
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
Backgrounds
Guildmasters’ Guide to Ravnica
spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Boros Guild Spells
Spell Level
Spells
Cantrip
fire bolt,
.
10
I keep running into a particular Simic biomancer, and I enjoy the arguments that inevitably result.
Monsters
Van Richten’s Guide to Ravenloft
somatic or material components to cast its spells. The priest has the following wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots
physical form. As he perished, he uttered a curse upon them—that their immortality would fail them when they least expected it and that he himself would become one of the Dark Powers. As a result of
Backgrounds
Guildmasters’ Guide to Ravnica
.)
Simic Guild Spells
Spell Level
Spells
Cantrip
acid splash, druidcraft
1st
detect poison and disease, expeditious retreat, jump
2nd
alter self, enhance
alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
foot traveled. Any sudden actions, including those necessary for combat, might result in the character taking a spill. A character who takes the Dash action or tries to fight within the room must first
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
average result more likely. Spell Damage Spell Level One Target Multiple Targets Cantrip 1d10 1d6 1 2d10 2d6 2 3d10 3d6 3 5d10 6d6 4 6d10 7d6 5 7d10 8d6 6 10d10 11d6 7 11d10 12d6 8 12d10 13d6 9 15d10 16d6
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
), reducing the maximum damage and making an average result more likely. Spell Damage Spell Level One Target Multiple Targets Cantrip 1d10 1d6 1st 2d10 2d6 2nd 3d10 4d6 3rd 5d10 6d6 4th 6d10 7d6 5th 8d10 8d6 6th 10d10 11d6 7th 11d10 12d6 8th 12d10 13d6 9th 15d10 14d6
table, provided that the average result is about the same. Doing so can add a little variety to the spell. For example, you could change a cantrip’s damage from 1d10 (average 5.5) to 2d4 (average 5
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Actions When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action
occur as a result of an attack hitting a target are described after the “Hit” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Living Lanthorn” as a result. The enhanced medusa uses the medusa stat block with the following changes: It has truesight out to a range of 60 feet. It can cast the light cantrip at will. Its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Actions When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action
"target" can be a creature or an object. Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation. You have the option of taking
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. 4 Limp. Your speed on foot is
reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. 5–7 Internal Injury. Whenever you
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
pursuers, and designate the pursuer closest to them as the lead. The lead pursuer might change from round to round. Dashing During the chase, a participant can freely use the Dash action a number of
times equal to 3 + its Constitution modifier. Each additional Dash action it takes requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain 1 level of exhaustion. A
Compendium
- Sources->Dungeons & Dragons->Monster Manual
still follow these orders long after their creators’ deaths. Roll on or choose a result from the Clay Golem Orders table to inspire the commands a clay golem follows.
Clay Golem Orders 1d4 The
target’s Hit Point maximum decreases by an amount equal to the Acid damage taken.
Bonus Actions
Hasten (Recharge 5–6). The golem takes the Dash and Disengage actions.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
spells at any pursuers in range. Dashing During the chase, a participant can freely use the Dash action a number of times equal to 3 + its Constitution modifier. Each additional Dash action it takes
long rest. The Dash action cannot make a carpet of flying move faster. Spells and Attacks A chase participant can make attacks and cast spells against other creatures within range. Apply the normal
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
be broken as a result of taking damage.
Legendary Resistance (3/Day). If Var fails a saving throw, he can choose to succeed instead.
Rejuvenation. If Var is destroyed but his phylactery remains
another creature’s turn. Var regains spent legendary action at the start of his turn.
Cantrip. Var casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Var casts Paralyzing Touch.
Frightening Gaze
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Coast. He conceals flexible morals and a ready dagger behind his winning smile. Forge enjoys the finer things in life, particularly when they result from his own cleverness. Decades of heists and cons
.
Bonus Actions
Cunning. Forge takes the Dash, Disengage, or Hide action, or he gives himself advantage on the next attack roll he makes before the end of this turn.
Reactions
Uncanny Dodge. Forge halves the damage he takes from an attack that hits him. He must be able to see the attacker.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
characters are more than 20 feet away, the zombies use the Dash action so they can move farther. For more information on what the zombies can do on their turn, see “Combat” in the Basic Rules. The zombies
the cleric’s sacred flame cantrip), you might describe the creature howling in agony. This can help the players realize that radiant damage is a way to get around Undead Fortitude. If the players ask
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
refer to the Ythryn Lore table. If you get a result that’s come up before, roll again or choose a different result. Ythryn Lore d20 Lore
1 Ythryn was under the command of a lich named
.
13 By law, every mage was taught the prestidigitation cantrip and was obliged to use it to keep the city clean.
14 The wizards used humanlike constructs called magen as guards, workers, and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If
slot you use to cast the healing spell. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Arcane Mastery At 17th level, you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Fire Bolt (Cantrip). Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage.
Legendary Actions
The Lord of
spent legendary actions at the start of his turn.
Attack. The Lord of Blades makes one weapon attack.
Cantrip. The Lord of Blades casts one of his cantrips.
Cast a Spell (Costs 2 Actions). The Lord
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Buildings Pulse-pounding chases and harrowing escapes within the confines of a town or city can sometimes force characters to dash into buildings. When you need to flesh out a building quickly
in a rundown part of town), you can always roll again or simply choose another result. However, such unexpected results can prompt creativity and memorable locations that help make your urban
Compendium
- Sources->Dungeons & Dragons->Monster Manual
break into secure areas or avoid capture. Many assassins adhere to a professional code or exhibit some signature quirk. Roll on or choose a result from the Assassin Modus Operandi table to inspire an
) Piercing damage plus 21 (6d6) Poison damage.
Bonus Actions
Cunning Action. The assassin takes the Dash, Disengage, or Hide action.
Awakened Plants Vegetation Given Magical Life
Habitat: Forest
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
affects multiple targets, such as Scorching Ray or Eldritch Blast, do I fire one ray or beam, determine the result, and fire again? Or do I have to choose all the targets before making any attack rolls
—options such as Attack, Dash, and Magic—or you choose from among the special actions you’ve gained from a class or another source. To cast a spell on your turn, you take the Magic action. Doing so means
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
necessary for combat, may result in the character taking a spill. A character who uses the Dash action or tries to fight within the room must succeed on a DC 10 Dexterity saving throw or fall prone. The
Magic Items
Infernal Machine Rebuild
hand cantrip at will.
A disembodied spirit follows you around, stealing and scattering coins from you, crumbling your food, and playing with your weapons and gear.
30
You are able to decipher
on sight.
47
Creatures cannot gain advantage on attacks made against you as a result of another creature using the Help action.
You have disadvantage on Dexterity (Acrobatics) checks.
48
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Wandslingers The Last War saw a dramatic increase in the use of magic in battle. Aundair was the first nation to field units of arcane dragoons, but as the war continued cantrip specialists could be
a result, arcane focuses are regarded as weapons throughout Khorvaire. If you’ve got a wand tucked into your belt, people may assume you know how to use it. Playing A Wandslinger
“Wandslinger
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
. If you have a feature like Cunning Action or Step of the Wind, can you take the Dash action more than once on your turn? If you can take the Dash action as a bonus action, nothing in the rules
prevents you from taking the Dash action with your regular action too. The same principle holds when you use a feature like Action Surge; you could use both of your actions to take the Dash action. My rogue
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
feature grant immunity to poison damage, the poisoned condition, or both? That feature grants immunity to both. As a result, a monk with Purity of Body can, for example, inhale a green dragon’s poison
monk need to spend any ki points to cast the minor illusion cantrip granted by the Shadow Arts feature? No. The ki point cost in the feature applies only to the other spells in it. For a Way of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
(Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 9 (2d8) necrotic damage, and the target can’t regain hit points until the start of the lampad’s next turn. If the target is
seas and rivers claim. As a result, they might be found among sunken ruins and shipwrecks, sifting through the remains for whatever catches their eye. Living creatures aren’t exempt from this curiosity
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
affected creature, or when the statue is destroyed. The statue has AC 17, 15 hit points, and immunity to poison and psychic damage. This haunted trap manifests as the result of a fiendish influence
Dash action and move away from the haunted area by the safest available route on each of their turns, unless there is nowhere else to move. After the haunted trap is activated, it won’t activate again for 24 hours.






