Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 23 results for 'caster when radiant'.
Other Suggestions:
cast when radiant
castle when radiant
chapter when radiant
center when radiant
casts when radiant
Monsters
Vecna: Eve of Ruin
. Whatever the spell’s level, the caster takes 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Shining Counterspell", "rollDamageType":"radiant"} radiant damage if the spell
":"Staff of Silverymoon", "rollDamageType":"bludgeoning"} bludgeoning damage plus 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Staff of Silverymoon", "rollDamageType":"radiant
Holy Water (flask)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.
A cleric or paladin may create holy water by performing a special ritual
. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the
not undeath), the caster doesn’t need material components to cast the spell on you. Fanatical Focus Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the
not undeath), the caster doesn’t need material components to cast the spell on you. Fanatical Focus Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
level or higher, Alustriel makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell’s level, the caster takes 11 (2d10) radiant damage if the spell fails.
(+6)
CHA
22 (+6)
Saving Throws Con +11, Int +14, Wis +13
Skills Arcana +14, History +14, Insight +13, Religion +14
Damage Resistances radiant
Damage Immunities poison
Condition
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
level or higher, Alustriel makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell’s level, the caster takes 11 (2d10) radiant damage if the spell fails.
(+6)
CHA
22 (+6)
Saving Throws Con +11, Int +14, Wis +13
Skills Arcana +14, History +14, Insight +13, Religion +14
Damage Resistances radiant
Damage Immunities poison
Condition
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
to position that Cube. Can a creature under the effect of Compelled Duel teleport more than 30 feet away from the caster? No. You can’t move farther than 30 feet away from the caster of Compelled Duel
Field. Can you take a Ready action to ready Dispel Magic to stop another spell from taking effect? The easiest way to stop a spell is to cast Counterspell on its caster while it’s being cast. If
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
to position that Cube. Can a creature under the effect of Compelled Duel teleport more than 30 feet away from the caster? No. You can’t move farther than 30 feet away from the caster of Compelled Duel
Field. Can you take a Ready action to ready Dispel Magic to stop another spell from taking effect? The easiest way to stop a spell is to cast Counterspell on its caster while it’s being cast. If
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
AC is 17; barkskin isn’t relevant in this case. Does the blinding smite spell deal extra radiant damage on every successful attack I make while I’m concentrating on the spell, or only on the first
on a grid, unless the DM says effects snap to the grid. There are many ways to position that cube. Can a creature under the effect of compelled duel teleport more than 30 feet away from the caster? No
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
AC is 17; barkskin isn’t relevant in this case. Does the blinding smite spell deal extra radiant damage on every successful attack I make while I’m concentrating on the spell, or only on the first
on a grid, unless the DM says effects snap to the grid. There are many ways to position that cube. Can a creature under the effect of compelled duel teleport more than 30 feet away from the caster? No
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Holy Water. As an action, you can splash the contents of this flask
. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Holy Water. As an action, you can splash the contents of this flask
. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
effect on the chimera and instead targets the caster.
Actions
Multiattack. The chimera makes three attacks: one with its claws, one with its head, and one with its tail. When its breath weapon is
Horn. The chimera’s head attack is magical and deals an extra 4 (1d8) radiant damage.
4 Cockatrice Beak. A creature hit by the chimera’s head attack must succeed on a DC 15 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
effect on the chimera and instead targets the caster.
Actions
Multiattack. The chimera makes three attacks: one with its claws, one with its head, and one with its tail. When its breath weapon is
Horn. The chimera’s head attack is magical and deals an extra 4 (1d8) radiant damage.
4 Cockatrice Beak. A creature hit by the chimera’s head attack must succeed on a DC 15 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
centered on one character in the region and then fades. That character and their friends in the cylinder gain the benefits of the divine favor spell for 1 hour. 07–12 Radiant energy erupts in a 10-foot
-radius sphere centered on one random creature in the region. Each creature in the sphere that isn’t undead regains 3d6 hit points. Each undead creature in the sphere takes 3d6 radiant damage. 13–18
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
paladin can use a holy symbol as a spellcasting focus, as described in chapter 10. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Holy Water
creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
paladin can use a holy symbol as a spellcasting focus, as described in chapter 10. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Holy Water
creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
−1
Skills Stealth +6
Vulnerabilities Radiant
Resistances Acid, Cold, Fire, Lightning, Thunder
Immunities Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned
. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
−1
Skills Stealth +6
Vulnerabilities Radiant
Resistances Acid, Cold, Fire, Lightning, Thunder
Immunities Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned
. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. 4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not
spring hold curative powers — curing disease, healing wounds, even restoring lost senses. 2 Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. 4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not
spring hold curative powers — curing disease, healing wounds, even restoring lost senses. 2 Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Doors. Abjuration magic on these locked doors causes them to open if an animate skeleton touches them. Dungeon State. Unless destroyed with radiant damage, the skeletons here reassemble within 1
shadowy outlines of a dozen weapons, pendants, and other objects. An identify spell reveals that the altar imparts additional power into magic items placed on its surface. The caster must succeed on a DC 20
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Doors. Abjuration magic on these locked doors causes them to open if an animate skeleton touches them. Dungeon State. Unless destroyed with radiant damage, the skeletons here reassemble within 1
shadowy outlines of a dozen weapons, pendants, and other objects. An identify spell reveals that the altar imparts additional power into magic items placed on its surface. The caster must succeed on a DC 20






