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Returning 35 results for 'cone work requiring'.
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Monsters
Monster Manual
, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn and uses all its movement on its turn to move in a random direction.
Spellcasting
. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 12):
At Will: Dancing Lights, Mage Hand, Minor
Monsters
Monster Manual
.
Conjured Dragon’s Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"s Breath"}. Dexterity Saving Throw: DC 18, each creature in a 90-foot Cone. Failure: 27 (6d8
Dragon's Breath", "rollDamageType":"Force"} Force damage. Success: Half damage.
Spellcasting. The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the
Monsters
Monster Manual
Throw: DC 17, each creature in a 30-foot Cone. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Hypnotic Gaze", "rollDamageType":"Psychic"} Psychic damage, and the target has
the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Alter Self, Clairvoyance, Detect Magic1/Day Each: Dimension Door
Monsters
Monster Manual
", "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
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Frost Breath"}. Constitution Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: 7 (3d4);{"diceNotation":"3d4", "rollType
Monsters
Monster Manual
", "rollType":"recharge", "rollAction":"Blinding Breath"}. Dexterity Saving Throw: DC 10, each creature in a 15-foot Cone. Failure: The target has the Blinded condition until the end of the mephit’s
next turn.
Sleep (1/Day). The mephit casts the Sleep spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 10).PoisonFire
Monsters
Monster Manual
, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):
At Will: Dancing Lights, Mage Hand, Minor Illusion1/Day Each: Hallucinatory Terrain, PolymorphSuperior
Monsters
Monster Manual
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. Intelligence Saving Throw: DC 15, each creature in a 60-foot Cone. Failure: 31 (6d8 + 4);{"diceNotation":"6d8+4", "rollType":"damage
.
Spellcasting. The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):
At Will: Detect Thoughts 1/Day Each: Dominate Monster, Plane Shift (self only)Psychic
Monsters
Monster Manual
", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone
20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed
Monsters
Monster Manual
in a 90-foot Cone. Failure: 67 (15d8);{"diceNotation":"15d8", "rollType":"damage", "rollAction":"Cold Breath", "rollDamageType":"Cold"} Cold damage. Success: Half damage.
Paralyzing Breath
. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target
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
spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with
Monsters
Monster Manual
":"1d6", "rollType":"recharge", "rollAction":"Poison Spray"}. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction
condition. Success: Half damage only.
Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell
Monsters
Monster Manual
", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"Cold Breath
the target’s next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Frightful Presence. The dragon casts Fear, requiring no Material
Monsters
Monster Manual
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
);{"diceNotation":"17d6", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no
Monsters
Monster Manual
", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Cold Breath
the target’s next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Frightful Presence. The dragon casts Fear, requiring no Material
Monsters
Monster Manual
Throw: DC 18, each creature in a 60-foot Cone. Failure: 56 (16d6);{"diceNotation":"16d6", "rollType":"damage", "rollAction":"Poison Breath", "rollDamageType":"Poison"} Poison damage. Success: Half
damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Mind Spike
Monsters
Monster Manual
Throw: DC 22, each creature in a 90-foot Cone. Failure: 77 (22d6);{"diceNotation":"22d6", "rollType":"damage", "rollAction":"Poison Breath", "rollDamageType":"Poison"} Poison damage. Success: Half
damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
At Will: Detect Magic, Mind
Monsters
Monster Manual
"}.Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10);{"diceNotation":"12d10", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage
. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13;{"diceNotation
Monsters
Monster Manual
Breath"}. Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10);{"diceNotation":"13d10", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire
damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16
Monsters
Monster Manual
breath", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 23, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet
straight away from the dragon and has the Prone condition.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability
Monsters
Monster Manual
. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting
Monsters
Monster Manual
Breath", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 19, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet
straight away from the dragon and has the Prone condition.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability
Monsters
Monster Manual
Throw: DC 18, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target
the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or
Monsters
Monster Manual
. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn
, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting
Monsters
Monster Manual
. Constitution Saving Throw: DC 21, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second
dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Minor Illusion, Scorching Ray (level
Monsters
Monster Manual
);{"diceNotation":"3d10+3", "rollType":"damage", "rollAction":"Withering Touch", "rollDamageType":"Necrotic"} Necrotic damage.
Etherealness. The ghost casts the Etherealness spell, requiring no spell
the other plane.
Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn’t an Undead. Failure: 10 (2d6 + 3);{"diceNotation":"2d6+3
Monsters
Monster Manual
":"recharge", "rollAction":"Necrotic Breath"}. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 52 (8d12);{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Necrotic
Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Spellcasting. The dracolich casts one of the following spells, requiring no Material components and using Charisma as the
Monsters
Monster Manual
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using
":"Force"} Force damage. If the target is a Large or smaller creature, it has the Prone condition.
Crackling Wave. Dexterity Saving Throw: DC 22, each creature in a 60-foot Cone. Failure: 32 (5d12
Monsters
Monster Manual
: Half damage. Failure or Success: The target starts burning.2: Freezing Waves. Strength Saving Throw: DC 23, each creature in a 90-foot Cone. Failure: 22 (5d8);{"diceNotation":"5d8", "rollType":"damage
successful check, the creature is no longer buried. Success: Half damage only.
Control Weather. The cataclysm casts the Control Weather spell, requiring no spell components and using Constitution as the
Monsters
Keys from the Golden Vault
", "rollDamageType":"lightning"} lightning damage.
Spellcasting. Tockworth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability
Construct. If she’s allowed to continue her work, she will achieve this apotheosis in a matter of weeks, after which her creature type changes to Construct. She also gains immunity to poison damage
Monsters
Guildmasters’ Guide to Ravnica
","rollAction":"Innate Spellcasting"} to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for
others:
3/day each: mage armor (self only), scorching ray
1/day each: banishment, cone of cold, dimension door, fireball, ice stormQuarterstaff. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
Monsters
Guildmasters’ Guide to Ravnica
, polymorph
5th level (2 slots): cone of cold, creation, hold monster
6th level (1 slot): move earth, wall of ice
7th level (1 slot): prismatic spray
8th level (1 slot): control weatherScimitar. Melee
","rollDamageType":"slashing"} slashing damage.Nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Specialists in hybridizing and altering creatures
Monsters
Fizban's Treasury of Dragons
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Necrotic Breath"}. The dragonborn exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a
itself on a success.Champions of the dragon queen are often called Talons of Tiamat. They work tirelessly to free their master from her imprisonment in Avernus, and Tiamat grants these pawns immense
Monsters
Guildmasters’ Guide to Ravnica
following spells, requiring no components:
At will: encode thoughts (see chapter 2), friends
3/day each: charm person, detect thoughts, mage armor, sleep, suggestion
1/day each: dominate person, mass
the aura of mystery that shrouds them and their work. Their ability to read and alter memories commands respect from the other members of House Dimir and makes them useful in the full spectrum of the guild's activities. Many mind mages lead cells of their own.
Monsters
Icewind Dale: Rime of the Frostmaiden
Innate Spellcasting (Psionics). The ceremorph’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will
","rollType":"recharge","rollAction":"Mind Blast"}. The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22
Monsters
Guildmasters’ Guide to Ravnica
following spells, requiring no components other than its Izzet gear, which doesn’t function for others:
3/day each: scorching ray, shield, thunderwave
2/day: fireball
Tides of Chaos (1/Day
the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.