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                        Returning 25 results for 'chill when radiant'.
                    
                
                        
                            
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                                        call when radiant
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     radiant damage, this trait doesnât function at the start of the lichâs next turn. The lich dies only if it starts its turn with 0 hit points and doesnât regenerate.
Spellcasting. The
                                                
                                            
                                                
                                                     attacks). The lich has the following wizard spells prepared:
Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation
1st level (4 slots): chromatic orb, magic missile
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    .
Regeneration. Jarad regains 25 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. He dies only if he starts its turn with 0
                                                
                                            
                                                
                                                    ","rollAction":"Spellcasting"} to hit with spell attacks). Jarad has the following wizard spells prepared:
Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation
1st
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesnât function at the start of his next turn. Geryon dies only if he starts his turn
                                                
                                            
                                                
                                                     one of the following lair actions; he canât take the same lair action two rounds in a row:
Banish. Geryon casts the banishment spell.
Chill Blast. Geryon causes a blast of cold to burst from the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesnât function at the start of his next turn. Geryon dies only if he starts his turn
                                                
                                            
                                                
                                                     following lair actions; he canât take the same lair action two rounds in a row:
Banish. Geryon casts the banishment spell.
Chill Blast. Geryon causes a blast of cold to burst from the ground
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     will.
Fautomni: Undead Fortitude. If damage reduces Fautomni to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical
                                                
                                            
                                                
                                                    ","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: chill touch (at 5th level, and the ghost
                                                
                                            
                                        
                                                     Feats
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     feat).
Planar Infusion
Plane
Damage Resistance
Cantrip
Chaotic Outer Plane
Poison
Minor illusion
Evil Outer Plane
Necrotic
Chill touch
Good Outer Plane
Radiant
Sacred flame
Lawful Outer Plane
Force
Guidance
The Outlands
Psychic
Mage hand
                                                
                                            
                                        
                                                     Feats
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     feat).
Planar Infusion
Plane
Damage Resistance
Cantrip
Chaotic Outer Plane
Poison
Minor illusion
Evil Outer Plane
Necrotic
Chill touch
Good Outer Plane
Radiant
Sacred flame
Lawful Outer Plane
Force
Guidance
The Outlands
Psychic
Mage hand
                                                
                                            
                                        
                                                     Feats
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     feat).
Planar Infusion
Plane
Damage Resistance
Cantrip
Chaotic Outer Plane
Poison
Minor illusion
Evil Outer Plane
Necrotic
Chill touch
Good Outer Plane
Radiant
Sacred flame
Lawful Outer Plane
Force
Guidance
The Outlands
Psychic
Mage hand
                                                
                                            
                                        
                                                     Feats
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     feat).
Planar Infusion
Plane
Damage Resistance
Cantrip
Chaotic Outer Plane
Poison
Minor illusion
Evil Outer Plane
Necrotic
Chill touch
Good Outer Plane
Radiant
Sacred flame
Lawful Outer Plane
Force
Guidance
The Outlands
Psychic
Mage hand
                                                
                                            
                                        
                                                     Feats
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     feat).
Planar Infusion
Plane
Damage Resistance
Cantrip
Chaotic Outer Plane
Poison
Minor illusion
Evil Outer Plane
Necrotic
Chill touch
Good Outer Plane
Radiant
Sacred flame
Lawful Outer Plane
Force
Guidance
The Outlands
Psychic
Mage hand
                                                
                                            
                                        
                                                     Feats
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     feat).
Planar Infusion
Plane
Damage Resistance
Cantrip
Chaotic Outer Plane
Poison
Minor illusion
Evil Outer Plane
Necrotic
Chill touch
Good Outer Plane
Radiant
Sacred flame
Lawful Outer Plane
Force
Guidance
The Outlands
Psychic
Mage hand
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     a black pudding deal acid damage. Bludgeoning. Blunt force attacks--hammers, falling, constriction, and the like--deal bludgeoning damage. Cold. The infernal chill radiating from an ice devil's spear
                                                
                                            
                                                
                                                     lightning damage. Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul. Piercing. Puncturing and impaling attacks, including spears and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     a black pudding deal acid damage. Bludgeoning. Blunt force attacks â hammers, falling, constriction, and the like â deal bludgeoning damage. Cold. The infernal chill radiating from an ice devilâs
                                                
                                            
                                                
                                                     deal lightning damage. Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul. Piercing. Puncturing and impaling attacks, including spears
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     (+0)
 
  CON
 12 (+1)
 
  INT
 13 (+1)
 
  WIS
 14 (+2)
 
  CHA
 18 (+4)
Skills Persuasion +6
 Damage Resistances radiant
 Damage Immunities poison
 Condition Immunities charmed
                                                
                                            
                                                
                                                    .
 Actions
 Multiattack. The alseid makes two radiant touch attacks.
 Radiant Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) radiant damage.
 Lampad
(JASON FELIX
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     the lich takes fire or radiant damage, this trait doesnât function at the start of the lichâs next turn. The lich dies only if it starts its turn with 0 hit points and doesnât regenerate
                                                
                                            
                                                
                                                    :
 Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation
 1st level (4 slots): chromatic orb, magic missile, ray of sickness
 2nd level (3 slots): Melfâs acid arrow, ray of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     advantage on saving throws against spells and other magical effects.
 Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesnât function at the
                                                
                                            
                                                
                                                     initiative count 20 (losing initiative ties), Geryon can take one of the following lair actions; he canât take the same lair action two rounds in a row: Banish. Geryon casts the banishment spell. Chill
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     can cast at will.
 Fautomni: Undead Fortitude. If damage reduces Fautomni to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or
                                                
                                            
                                                
                                                     16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:
 At will: chill touch (at 5th level, and the ghost regains hit points equal to half the amount
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     Intelligence, Wisdom, or Charisma (choose when you select this feat).  Planar Infusion   Plane Damage Resistance Cantrip   Chaotic Outer Plane Poison Minor illusion Evil Outer Plane Necrotic Chill touch
                                                
                                            
                                                
                                                     Good Outer Plane Radiant Sacred flame Lawful Outer Plane Force Guidance The Outlands Psychic Mage hand  Agent of Order Prerequisites: 4th Level, Scion of the Outer Planes (Lawful Outer Plane) Feat You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                     your AC is normally 16 and you have Half Cover, your AC is 18, and Barkskinâs effect isnât relevant. Is the Chill Touch spell intended as a way of foiling Regeneration? Chill Touch does, indeed, stop
                                                
                                            
                                                
                                                     against Guardian of Faith and takes 10 Radiant damage, how much damage does that count against the total amount of damage the spell can deal? Is it 20 because thatâs how much it dealt or 10 because
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     AC is 17; barkskin isnât relevant in this case. Does the blinding smite spell deal extra radiant damage on every successful attack I make while Iâm concentrating on the spell, or only on the first
                                                
                                            
                                                
                                                     one? âThe next timeâ in the spell description indicates that the extra damage applies only once, the first time you hit a creature after you finish casting the spell. Is the chill touch spell intended
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    .
 Guiding Bolt (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before
                                                
                                            
                                                
                                                     prepared:
 Cantrips (at will): chill touch (see âActionsâ below), mage hand, message, prestidigitation
 1st level (4 slots): burning hands, detect magic, ray of sickness (see âActionsâ below), shield
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    
 25(+7)
 
  INT
 17(+3)
 
  WIS
 25(+7)
 
  CHA
 30(+10)
Saving Throws Dex +14, Con +14, Cha +17
 Skills Insight +14, Perception +14
 Damage Resistances necrotic, radiant; bludgeoning
                                                
                                            
                                                
                                                    : 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage.
 Leadership. Aurelia utters a few inspiring words to one creature she can see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     spring hold curative powers â 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
                                                
                                            
                                                
                                                     these crystals, if it restores hit points or deals radiant damage, is treated as if it were cast at a level one higher than the spell slot that was expended. 3 A maple tree with translucent, violet-hued
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     attacker takes radiant damage equal to one-quarter of the greatest amount of damage it dealt to a single target. If the save succeeds, the attacker instead regains a number of hit points equal to one
                                                
                                            
                                                
                                                     takes 3 (1d6) fire damage. Chill Metal Aura. A creature within 10 feet of a brazier ignores this effect. Any other creature wielding a metal weapon or wearing metal armor must succeed on a DC 13
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     crystals on its body to flare with light. Each creature within 30 feet of the cradle must succeed on a DC 22 Constitution saving throw or take 21 (6d6) radiant damage and have the blinded condition until
                                                
                                            
                                                
                                                     light, and the target must succeed on a DC 22 Constitution saving throw or take 18 (4d8) radiant damage and have the blinded condition until the start of the scionâs next turn.
 Slam. Melee Weapon
                                                
                                            
                                        






