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Returning 35 results for 'both blast don clean range'.
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Monsters
Monster Manual
range 30/90 ft. Hit: 16 (2d8 + 7);{"diceNotation":"2d8+7", "rollType":"damage", "rollAction":"Flame Trident", "rollDamageType":"Piercing"} Piercing damage plus 14 (4d6);{"diceNotation":"4d6", "rollType
Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Inferno Blast"}. Dexterity Saving Throw: DC 18, each creature in a 30-foot-radius Sphere centered on a point the
Spells
Player’s Handbook
You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range
, extinguishing exposed flames there.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
Using a Higher
Spells
Player’s Handbook
You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland
but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
Magic Items
Dungeon Master’s Guide
While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent
Spells
Player’s Handbook
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time
out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of
Spells
Player’s Handbook
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or
Spells
Player’s Handbook
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you
imperceptible.
Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm.
You can create any floor plan you like for the dwelling, but it
Spells
Player’s Handbook
You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors
that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Sculpt
Spells
Player’s Handbook
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at
feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not
you could say, “Stop fighting, leave this library peacefully, and don’t return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Magic Items
Dungeon Master’s Guide
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don’t already have one
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level
Magic Items
Dungeon Master’s Guide
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
(no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the
Spells
Player’s Handbook
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block
Spells
Forgotten Realms: Heroes of Faerûn
You unleash a blast of brilliant fire. Make a ranged spell attack against a target within range; a target gains no benefit from Half Cover or Three-Quarters Cover for this attack roll. On a hit, the
target takes 2d10 Radiant;{"diceNotation":"2d10", "rollType":"damage", "rollAction":" (Radiant)", "rollDamageType":"Radiant"} damage.
Using a Higher-Level Spell Slot. You create an additional blast
Monsters
Netheril’s Fall
"}, reach 5 ft. or range 60 ft. Hit: 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Psychic Blast", "rollDamageType":"Psychic"} Psychic damage.
Spellcasting. The magen casts one of the
magical effects.Multiattack. The magen makes two Psychic Blast attacks.
Psychic Blast. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Psychic Blast
Monsters
Heroes of the Borderlands
", "rollType":"to hit", "rollAction":"Chaos Blast"}, reach 5 ft. or range 60 ft. Hit: 7 (2d6) damage. Roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Blast Damage Type"} to determine
Multiattack. Ivlis makes three Chaos Blast attacks. She can replace one attack with a use of Sinister Command if available.
Chaos Blast. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4
Monsters
Eberron: Forge of the Artificer
Multiattack. The agent makes two Shadow Knife attacks.
Shadow Knife. Melee or Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Shadow Knife"}, reach 5 ft. or range
can serve for an agent of either house.
Even though House Phiarlan agents don’t typically work as entertainers or artists in addition to their espionage activities, they receive extensive
Monsters
Dragon of Icespire Peak
Brave. Don-Jon has advantage on saving throws against being frightened.
Not Dead Yet (Recharges after a Long Rest). If damage reduces Don-Jon to 0 hit points, he drops to 1 hit point instead and
gains advantage on attack rolls until the end of his next turn.Multiattack. Don-Jon makes three melee attacks.
Dagger. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit
Monsters
Phandelver and Below: The Shattered Obelisk
or Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Poison Blast"} to hit, reach 5 ft. or range 120 ft., one creature. Hit: 9 (2d8);{"diceNotation":"2d8", "rollType
’t put him to sleep.
Sunlight Sensitivity. Nezznar has disadvantage on attack rolls while he or his target is in sunlight.Multiattack. Nezznar makes two Poison Blast attacks.
Poison Blast. Melee
Create Food and Water
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Shield of Far Sight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Volo's Guide to Monsters
existence as its creator, the mind flayer can see through the shield’s eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind
Blast action as though it were standing behind the shield.
If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours.
Monsters
Quests from the Infinite Staircase
. Melee or Ranged Spell Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Chaos Blast"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls.Chaos Blast
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
feet.Multiattack. Thalamra uses eldritch blast twice or makes two unarmed strikes.
Eldritch Blast (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
Monsters
The Book of Many Things
Blast attacks.
Eldritch Blast. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Eldritch Blast"} to hit, range 120 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation
":"1d10+3", "rollType":"damage", "rollAction":"Eldritch Blast", "rollDamageType":"force"} force damage.
Gore. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Gore
Create or Destroy Water
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range
, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At
Monsters
Dragonlance: Shadow of the Dragon Queen
the attacks with a use of Spellcasting.
Withering Blast. Melee or Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"spell", "rollAction":"Withering Blast"} to hit, reach 5 ft. or range 60
Toxic Mastery. Lohezet ignores a creature’s resistance to poison damage.Multiattack. Lohezet makes three Withering Blast attacks and uses Miasma if it’s available. He can replace one of






