Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'command fire'.
Magic Items
Basic Rules (2014)
This ring is linked to the Elemental Plane of Fire.
While wearing this ring, you have advantage on attack rolls against fire elementals, and they have disadvantage on attack rolls against you. In
addition, you have access to properties based on the Elemental Plane of Fire.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17
Magic Items
Dungeon Master’s Guide
through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied.
Ring of Elemental Command (Fire);Fire. You know Ignan, and you
have Immunity to Fire damage.
Ring of Elemental Command (Water);Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.
Spellcasting. The ring has 5 charges and
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Fire"} Fire
damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6
Monsters
Monster Manual
", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure
: 91 (26d6);{"diceNotation":"26d6", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Spellcasting. The dragon casts one of the following
Magic Items
Dungeon Master’s Guide
and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius
Monsters
Monster Manual
Charisma as the spellcasting ability (spell save DC 14):
2/Day Each: Alter Self, Command (level 3 version), Detect Magic1/Day Each: Dominate Person (level 8 version), Plane Shift (self only)Cold, Fire, Lightning, Poison
Multiattack. The cambion makes two attacks, using Claw or Fire Ray in any combination.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"claw"}, reach 5 ft
Magic Items
Dungeon Master’s Guide
function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
Monsters
Monster Manual
centered on a point the death knight can see within 120 feet. Failure: 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Hellfire Orb", "rollDamageType":"Fire"} Fire damage plus 35
following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Command, Phantom Steed2/Day Each: Destructive Wave (Necrotic), Dispel
Monsters
Heroes of the Borderlands
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
: Cold","rollDamageType":"Cold"}; 3, Fire;{"diceNotation":"2d6","rollType":"damage","rollAction":"Chaos Bolt: Fire","rollDamageType":"Fire"}; 4, Lightning;{"diceNotation":"2d6","rollType":"damage
Monsters
Forgotten Realms: Adventures in Faerûn
condition. The target wakes up if it takes damage or if a creature within 5 feet of it takes an action to wake it.Elite warriors of Lolth lead raids and command garrisons in the Underdark.Underdark Magic
(3/Day). The drow casts Darkness, Faerie Fire, or Levitate (self only), requiring no Material components and using Charisma as the spellcasting ability (spell save DC 12).
Brazier of Commanding Fire Elementals
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Cambion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
following spells, requiring no material components:
3/day each: alter self, command, detect magic
1/day: plane shift (self only)Multiattack. The cambion makes two melee attacks or uses its Fire Ray
":"piercing"} piercing damage if used with two hands to make a melee attack, plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Spear","rollDamageType":"fire"} fire damage.
Fire Ray. Ranged
Flame Tongue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet
Helm of Brilliance
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
at least one ruby, you have resistance to fire damage.
As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into
, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm
Gem of Brightness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed
Monsters
Planescape: Adventures in the Multiverse
Aura of Command. Allies within 30 feet of the captain are immune to the charmed and frightened conditions. This aura is suppressed while the captain has the incapacitated condition.Multiattack. The
", "rollAction":"Dictate"}. The captain verbally commands up to three creatures it can see within 60 feet of itself. This magical command must be to undertake an action or to refrain from taking actions (for
Narzugon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
it to summon its nightmare companion.
Magic Resistance. The narzugon has advantage on saving throws against spells and other magical effects.Multiattack. The narzugon uses its Infernal Command or
Terrifying Command. It also makes three hellfire lance attacks.
Hellfire Lance. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Hellfire Lance"} to hit, reach 10 ft
Ring of Elemental Command
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).
Ring of Fire Elemental Command. You can expend 2 of the ring’s
hands (1 charge), fireball (2 charges), and wall of fire (3 charges).
Ring of Water Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on a water elemental. In
Monsters
Mordenkainen Presents: Monsters of the Multiverse
against spells and other magical effects.Multiattack. The narzugon makes three Hellfire Lance attacks. It also uses Infernal Command or Terrifying Command.
Hellfire Lance. Melee Weapon Attack: +10
","rollDamageType":"piercing"} piercing damage plus 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Hellfire Lance","rollDamageType":"fire"} fire damage. If this damage kills a
magic-items
an additional 20 feet. The flames last until you repeat the command word as a Bonus Action or until you are no longer holding the Shield.
While holding the Shield, you have Resistance to Fire damage
While holding this Shield, you can use a command word as a Bonus Action to cause it to become wreathed in harmless, magical flames. The flames shed Bright Light in a 20-foot radius and Dim Light for
magic-items
. You can use a command word as a Bonus Action to magically separate it into a pair of Scimitars or recombine them into the Greatsword. If you are not already holding the Greatsword or at least one of
the Scimitars when you use the command word and are on the same plane of existence as it, you can choose to summon the Greatsword to your free hand or summon one or both Scimitars as individual blades
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The war priest makes two Maul attacks, and it uses Holy Fire.
Maul. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Maul"} to hit, reach 5 ft., one
", "rollAction":"Maul", "rollDamageType":"radiant"} radiant damage.
Holy Fire. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On
Backgrounds
Mythic Odysseys of Theros
You strive to perfect yourself physically and in execution of everything you do. The thrill of competition lights fire in your blood, and the roar of the crowd drives you forward. Tales of your
exploits precede you and might open doors or loosen tongues.
Whether in one of the poleis, between them, or among the nonhuman peoples of Theros, physical contests and those who pursue them command
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Draconic Command. Whenever a Dragon or a creature with the Draconic Devotion trait within 30 feet of Verminaard makes an attack roll, the creature can roll a d4;{"diceNotation":"1d4", "rollType
":"roll", "rollAction":"Draconic Command"} and add the number rolled to the attack roll.
Legendary Resistance (3/Day). If Verminaard fails a saving throw, he can choose to succeed instead.
Special
Death Knight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command
","rollDamageType":"necrotic"} necrotic damage.
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot
magic-items
. You can use a command word as a Bonus Action to magically separate it into a pair of Scimitars or recombine them into the Greatsword. If you are not already holding the Greatsword or at least one of
the Scimitars when you use the command word and are on the same plane of existence as it, you can choose to summon the Greatsword to your free hand or summon one or both Scimitars as individual blades
Horn of Blasting
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC
. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
magic-items
. You can use a command word as a Bonus Action to magically separate it into a pair of Scimitars or recombine them into the Greatsword. If you are not already holding the Greatsword or at least one of
the Scimitars when you use the command word and are on the same plane of existence as it, you can choose to summon the Greatsword to your free hand or summon one or both Scimitars as individual blades
magic-items
. You can use a command word as a Bonus Action to magically separate it into a pair of Scimitars or recombine them into the Greatsword. If you are not already holding the Greatsword or at least one of
the Scimitars when you use the command word and are on the same plane of existence as it, you can choose to summon the Greatsword to your free hand or summon one or both Scimitars as individual blades
magic-items
This violet piece of parchment is smooth and pleasant to write on. You can take a Bonus Action and use either of the command words, “lock” or “unlock,” to magically lock or
unlock the parchment, respectively. While locked, the sheet can’t be torn by hand, damaged by fire, or damaged by immersion in water, and any ink already on the page can’t be removed
Magic Items
Fizban's Treasury of Dragons
. When you hit with an attack roll using it, the target takes an extra 5d4 damage of your choice of one of the following damage types: acid, cold, fire, lightning, or poison.
While holding the flail
, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed
magic-items
can use another command word as a Magic action to cause it to emit light as if targeted by the Light spell or cast Faerie Fire (save DC 13), affecting a 20-foot Cube originating from the faefly. Faerie
becomes inactive, and its light fades out. While it’s flying, you can take a Bonus Action and use a command word to cause it to move up to 20 feet.
If you are within 60 feet of the faefly, you
magic-items
This 10-foot-long rope smells of sulfur and crackles with embers when moved. As a Magic action, you can lay the rope down in a line next to you on solid ground and use a command word to set it ablaze
. When you do, the rope becomes a 15-foot-tall wall of fire along its length. The flames are visible, but not opaque, and are 1 inch thick. Creatures other than you within 5 feet of the wall when the
magic-items
of ash and reappears in its container.
You can use a command word as a Bonus Action before firing the ammunition to magically set it ablaze. If you fire it on that same turn, the ammunition deals an
magic ammunition. Once fired, the ammunition bursts into flames upon impact, dealing Fire damage on a hit instead of Piercing. At the start of your next turn, the ammunition leaves behind a small pile
magic-items
small pile of ash and reappears in its container.
You can use a command word as a Bonus Action before firing the ammunition to magically set it ablaze. If you fire it on that same turn, the ammunition
piece of magic ammunition. Once fired, the ammunition bursts into flames upon impact, dealing Fire damage on a hit instead of Piercing. At the start of your next turn, the ammunition leaves behind a