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Returning 35 results for 'burst before damage casts rolls'.
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beast before damage cast rolls
best before damage cast rolls
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burst before damage cast rolls
bursts before damage cast rolls
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Damage Rolls Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons
target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Damage Rolls Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons
target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell’s damage is rolled once for all creatures caught in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Damage Rolls Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there’s a penalty to
the damage, it’s possible to deal 0 damage but not negative damage. When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage roll. A spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Damage Rolls Each weapon, spell, and damaging monster ability specifies the damage it deals. You roll the damage dice, add any modifiers, and deal the damage to your target. If there’s a penalty to
the damage, it’s possible to deal 0 damage but not negative damage. When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll—to the damage roll. A spell
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
No Damage Rolls Minions don’t roll for damage because their attacks deal a static amount of damage. They also can’t score critical hits.
Monsters
Monster Manual
: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Foreleg", "rollDamageType":"Piercing"} Piercing damage.
Poison Burst. Ranged Attack Roll: +6;{"diceNotation":"1d20+6
", "rollType":"to hit", "rollAction":"Poison Burst"}, range 120 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Poison Burst", "rollDamageType":"Poison"} Poison damage.Magic
Monsters
Monster Manual
":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect
Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction
Monsters
Monster Manual
range 120 ft. Hit: 16 (3d8 + 3);{"diceNotation":"3d8+3", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The mage casts one of the following spells
Multiattack. The mage makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft. or
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"Force"} Force damage.
Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell
Arcane Burst. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft. or range 120 ft. Hit: 14 (2d10 + 3);{"diceNotation":"2d10+3
Monsters
Monster Manual
range 60 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Earth Burst", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Hail of Stone (Recharge 5–6);{"diceNotation
. Success: Half damage only.
Spellcasting. The lizardfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):
At Will: Elementalism 1/Day Each: Meld into Stone, Speak with Plants, Spike Growth
Monsters
Monster Manual
. or range 60 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction":"Radiant Burst", "rollDamageType":"Radiant"} Radiant damage.
Holy Word (Recharge 4–6);{"diceNotation
Multiattack. The archpriest makes three Radiant Burst attacks.
Radiant Burst. Melee or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Radiant Burst"}, reach 5 ft
Monsters
Monster Manual
"}, reach 5 ft. or range 120 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Flame Burst", "rollDamageType":"Fire"} Fire damage.
Spellcasting. The azer casts one of the
":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage unless the azer has the Incapacitated condition.
Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for
Monsters
Monster Manual
":"to hit", "rollAction":"Vine Lash"}, reach 10 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Vine Lash", "rollDamageType":"Slashing"} Slashing damage.
Thorn Burst
. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Thorn Burst"}, range 60 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Thorn Burst
Monsters
Monster Manual
: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Poison Burst", "rollDamageType":"Poison"} Poison damage.
Constrict. Strength Saving Throw: DC 13, one Medium or smaller
Magic Resistance. The yuan-ti has Advantage on saving throws against spells and other magical effects.Multiattack. The yuan-ti makes two Poison Burst attacks, and it can use Spellcasting to cast
Monsters
Monster Manual
hit", "rollAction":"Aquatic Burst"}, reach 5 ft. or range 60 ft. Hit: 20 (3d10 + 4);{"diceNotation":"3d10+4", "rollType":"damage", "rollAction":"Aquatic Burst", "rollDamageType":"Cold"} Cold damage. If
Amphibious. The merfolk can breathe air and water.Multiattack. The merfolk makes two Aquatic Burst attacks.
Aquatic Burst. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to
Monsters
Monster Manual
);{"diceNotation":"7d6", "rollType":"damage", "rollAction":"Holy Burst", "rollDamageType":"Radiant"} Radiant damage. Success: Half damage.
Spellcasting. The planetar casts one of the following spells
", "rollDamageType":"Radiant"} Radiant damage.
Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6
Monsters
Monster Manual
liquid large enough to support the target. If this damage reduces the target to 0 Hit Points, the mind flayer kills it and magically devours its brain.
Mind Burst (Recharge 5–6);{"diceNotation":"1d6
+5", "rollType":"damage", "rollAction":"Mind Burst", "rollDamageType":"Psychic"} Psychic damage, and the target has the Stunned condition until the end of the mind flayer’s next turn. Success
Monsters
Monster Manual
":"damage", "rollAction":"Death Burst", "rollDamageType":"Cold"} Cold damage. Success: Half damage.Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5
", "rollAction":"Claw", "rollDamageType":"Cold"} Cold damage.
Fog Cloud (1/Day). The mephit casts Fog Cloud, requiring no spell components and using Charisma as the spellcasting ability.
Frost Breath (Recharge 6
Monsters
Monster Manual
Burst"}, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage", "rollAction":"Eldritch Burst", "rollDamageType":"Force"} Force damage.
Paralyzing Touch. Melee
Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of the lich’s next turn.
Spellcasting. The lich casts one of the following spells, using
Monsters
Monster Manual
Burst"}, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage", "rollAction":"Fiendish Burst", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting. The
Claw action.
The tome has AC 17; HP 35; and Immunity to Necrotic, Poison, and Psychic damage. The tome regains all its Hit Points at the end of every turn, but it turns to dust if reduced to 0 Hit
Monsters
Monster Manual
originating from and including the target. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Earth Burst", "rollDamageType":"Thunder"} Thunder damage.
Spellcasting. The dao casts one
":"damage", "rollAction":"Earthen Maul", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Earth Burst. Ranged Attack Roll: +10
Monsters
Monster Manual
Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.
Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC
10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Death Burst", "rollDamageType":"Fire"} Fire damage
Monsters
Monster Manual
":"damage", "rollAction":"Death Burst", "rollDamageType":"Bludgeoning"} Bludgeoning damage. Success: Half damage.Claw. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw
Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC 10, each creature in a 5-foot Emanation originating from the mephit. Failure: 5 (2d4);{"diceNotation":"2d4", "rollType
Spells
Player’s Handbook
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Monsters
Monster Manual
", "rollDamageType":"Radiant"} Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn.
Spellcasting. The pixie casts
: Detect Thoughts, Fly, Major ImageBurst of Wonder (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Burst of Wonder"}. The pixie casts Entangle, Polymorph, or Tasha's Hideous Laughter, requiring no Material components and using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
). If the cataclysm fails a saving throw, it can choose to succeed instead.
Siege Monster. The cataclysm deals double damage to objects and structures.Multiattack. The cataclysm makes two Elemental Burst
attacks.
Elemental Burst. Melee or Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Elemental Burst"}, reach 30 ft. or range 150 ft. Hit: 25 (5d6 + 8) damage of
Spells
Player’s Handbook
new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Monsters
Monster Manual
within 120 feet. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Freezing Burst", "rollDamageType":"Cold"} Cold damage, and the target’s Speed is 0 until the end of
;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft. Hit: 17 (2d8 + 8);{"diceNotation":"2d8+8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing
Monsters
Monster Manual
within 120 feet. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Freezing Burst", "rollDamageType":"Cold"} Cold damage, and the target’s Speed is 0 until the end of
;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing
Magic Items
Dungeon Master’s Guide
originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.
Magic Items
Dungeon Master’s Guide
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
.
Spell Absorption. While holding the staff , you have Advantage on saving throws against spells. In addition, you can take a Reaction when another creature casts a spell that targets only you. If
Monsters
Monster Manual
ft. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2", "rollType":"damage", "rollAction":"Spectral Jaws", "rollDamageType":"Force"} Force damage.
Spellcasting. The sahuagin casts one of the following spells
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
Monsters
Monster Manual
":"damage", "rollAction":"Death Burst", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Illumination. The skeleton sheds Bright Light in a 15-foot radius and Dim Light for an additional 15
Death Burst. The skeleton explodes when it dies. Dexterity Saving Throw: DC 12, each creature in a 10-foot Emanation originating from the skeleton. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
Feats
Player’s Handbook
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you’re holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Spells
Player’s Handbook
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls
and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage






