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Returning 35 results for 'broken burning down carried ranger'.
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broken burning down carried range
broken bring down carried range
broken barking down carried range
Spells
Player’s Handbook
Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
Monsters
Monster Manual
);{"diceNotation":"5d8+4", "rollType":"damage", "rollAction":"Hurl Flame", "rollDamageType":"Fire"} Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning
Spells
Player’s Handbook
.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.
Spells
Player’s Handbook
starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Spells
Player’s Handbook
creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Spells
Player’s Handbook
.
Flammable objects in the Cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Magic Items
Dungeon Master’s Guide
hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried.
The weapon has the following additional properties.
Clap of Thunder. As a Magic action, you can strike
Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren’t being worn or carried take 3d8 Thunder damage.
Earthquake. As a Magic action, you can strike the weapon
Spells
Player’s Handbook
’s space or collides with a solid object, the spell ends, and the bead explodes.
When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
Spells
Player’s Handbook
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Monsters
Forgotten Realms: Adventures in Faerûn
carried in a 60-foot Cone. Failure: 45 (7d12);{"diceNotation":"7d12", "rollType":"damage", "rollAction":"Steam Breath", "rollDamageType":"Fire"} Fire damage, and the target starts burning. Success: Half
Feats
Forgotten Realms: Heroes of Faerûn
if it was a spell attack.
18-19
Any flammable, nonmagical object within 10 feet of the triggering spell’s caster that isn’t being worn or carried by another creature bursts into
flame, takes 1d4 Fire damage, and is burning.
20
The triggering spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Monsters
Infernal Machine Rebuild
has the following ranger spells prepared:
1st level (4 slots): ensnaring strike, hail of thorns, hunter's mark
2nd level (2 slots): locate animals or plantsMultiattack. Barbatos makes two bone
carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 12 Dexterity saving throw to avoid Barbatos's touch.
If the object
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Burning Fury. When the salamander takes fire damage, its Freezing Breath automatically recharges.Multiattack. The salamander makes one Bite attack and four Claw attacks.
Bite. Melee Weapon Attack
weapons and armor.
Although frost salamanders can burrow their way through loose soil, they prefer to dig into ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs
Monsters
Eberron: Rising from the Last War
ignites if it isn't being worn or carried.
Chromatic Orb (1/Day). Ranged Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Chromatic Orb"} to hit, range 90 ft., one creature
mark, replacing the spells in the stat block's Innate Spellcasting trait.
Aberrant Dragonmark Innate Spells
d6
At Will
1/Day
1
Fire bolt (2d10)
Burning hands (3d6)
2
Shocking grasp (2d8
Monsters
Guildmasters’ Guide to Ravnica
"} fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium.
Form
catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Form of Fire and Water","rollDamageType":"fire
Delayed Blast Fireball
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that
solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels. When you cast this spell
Backgrounds
Guildmasters’ Guide to Ravnica
vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find
, conjure barrage
4th
dominate beast, stoneskin
5th
destructive wave
Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery
Backgrounds
Ghosts of Saltmarsh
On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master’s oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of
burning river.
Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a
Monsters
Van Richten’s Guide to Ravenloft
form and then makes one Bite attack.Loup garou possess a strain of lycanthropy more virulent than that carried by common werewolves. Aside from being deadlier than their werewolf cousins, loup garou
broken, and the target returns to its normal form and gains 3 levels of exhaustion. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for 1
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
friend. In spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray-streaked though still-fiery red beard came as a welcome sight to Drizzt. “Knew I’d find
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
Monsters
Princes of the Apocalypse
’t being worn or carried ignite. A creature also takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage if it touches Imix or hits
be knocked prone, in addition to the normal damage for contact with molten rock.
A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until
Monsters
Waterdeep: Dungeon of the Mad Mage
, or its concentration is broken (as if concentrating on a spell). Any equipment the mummy lord wears or carries is invisible with it.The mummy lord can take 3 legendary actions, choosing from the
form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A thin sheet of flames shoots forth from you. Each creature in a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A thin sheet of flames shoots forth from you. Each creature in a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A thin sheet of flames shoots forth from you. Each creature in a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Daylight Level 3 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 hour
For the duration, sunlight spreads from a point
carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Daylight Level 3 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 hour
For the duration, sunlight spreads from a point
carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three
1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.






