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Returning 35 results for 'contact remaining glowing to have range'.
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contain remaining glowing to have range
Spells
Player’s Handbook
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing
Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A
Monsters
Monster Manual
ability checks and attack rolls.
Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web.Multiattack
", "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
Spells
Player’s Handbook
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike
Spells
Player’s Handbook
contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
Spells
Player’s Handbook
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On
Spells
Player’s Handbook
You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and
a Magic action followed by a 1-minute transformation.
If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.
Spells
Player’s Handbook
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot
spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended.
If a creature touches the glowing bead before the spell ends, that creature
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
Hand, Prestidigitation 1/Day Each: Contact Other Plane, Detect Thoughts, Dimension Door, Mind BlankCounterspell. The arcanaloth casts Counterspell in response to that spell’s trigger, using the
Spells
Player’s Handbook
You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in
each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A
Spells
Player’s Handbook
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is
. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to
Spells
Player’s Handbook
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
Spells
Player’s Handbook
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum
any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot
Spells
Player’s Handbook
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of
saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it
Magic Items
Fizban's Treasury of Dragons
This magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in its heart.
The weapon has a normal range of 100 feet and a long
range of 300 feet, and it has the two-handed property. It deals 2d6 necrotic damage on a hit. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature
Monsters
Waterdeep: Dungeon of the Mad Mage
":"Greatsword","rollDamageType":"slashing"} slashing damage if Derrion has more than half of his total hit points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing"} piercing damage
Magic Items
Legendary Magic Items
one or both portals, subject to the same limitation. The surface on which a portal appears must be big enough to accommodate it. Each portal is a two-dimensional, glowing oval ring, and together they
suppress one portal, causing it to disappear until you relocate it (see above), during which time the remaining portal can’t be used. The portals otherwise last for 24 hours.
Monsters
Spelljammer: Adventures in Space
5 ft. or range 60 ft., one target. Hit: 20 (3d10 + 4);{"diceNotation":"3d10+4","rollType":"damage","rollAction":"Astral Bolt","rollDamageType":"radiant"} radiant damage.
Spellcasting (Psionics). The
/day each: detect magic, invisibility (self only), mage armor (self only), tongues
1/day each: contact other plane (as an action), plane shift, telekinesisGithyanki star seers believe that the stars
Monsters
The Book of Many Things
Comet’s Voice (1/Day). The hierophant can cast Contact Other Plane, using Charisma as the spellcasting ability.
Magic Resistance. The hierophant has advantage on saving throws against spells
":"Herald's Axe", "rollDamageType":"necrotic"} necrotic damage.
Comet Blast. Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"spell", "rollAction":"Comet Blast"} to hit, range 120 ft., one
Equipment
pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature
or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Monsters
Waterdeep: Dragon Heist
"} slashing damage, plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Greataxe","rollDamageType":"slashing"} slashing damage if Ahmaergo has more than half his hit points remaining
.
Heavy Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2);{"diceNotation":"1d10+2","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.Poison
Magic Items
Keys from the Golden Vault
esteemed associates.
Sentience. Constantori’s Portrait is a sentient, lawful evil item with an Intelligence score of 14, a Wisdom score of 12, and a Charisma score of 8. It can hear within a range
of 120 feet and has darkvision within a range of 60 feet, but it can’t see anything behind itself.
The painting can converse in Common, Draconic, and Elvish as if it were a living person
Monsters
Tales from the Yawning Portal
Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the ettercap knows the
exact location of any other creature in contact with the same web.
Web Walker. The ettercap ignores movement restrictions caused by webbing.
Reduced Threat. This creature has -2 penalty on all
Monsters
Waterdeep: Dungeon of the Mad Mage
":"Greatsword","rollDamageType":"slashing"} slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing"} piercing
Monsters
Out of the Abyss
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Second Head. Because of its two heads, the Spider King has
Monsters
Storm King's Thunder
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
Monsters
Storm King's Thunder
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Cold Aura. Any creature that starts its turn within 5 feet of
Backgrounds
Guildmasters’ Guide to Ravnica
5th
dominate person
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you
cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.
Suggested Characteristics
Monsters
Spelljammer: Adventures in Space
","rollAction":"Telekinetic Bolt"} to hit, range 60 ft., one target. Hit: 20 (3d10 + 4);{"diceNotation":"3d10+4","rollType":"damage","rollAction":"Telekinetic Bolt","rollDamageType":"force"} force damage
the farthest reaches of Wildspace and the Astral Sea, even visiting worlds of the Material Plane from time to time, to study and catalog creatures it has never encountered before. Friendly contact with
Monsters
Waterdeep: Dragon Heist
points. Whenever she takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, Remallia takes any remaining damage. When Remallia casts an abjuration spell of 1st level or
ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Monsters
Tomb of Annihilation
than half of his total hit points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2
Magic Items
Guildmasters’ Guide to Ravnica
, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.
The mortar has 4 charges for the following properties. It regains 1d4 expended
Monsters
Phandelver and Below: The Shattered Obelisk
;surprised.Multiattack. The oculorb makes two Dreadful Contact attacks or four Eye Beam attacks.
Dreadful Contact. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction
":"Dreadful Contact"} to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Dreadful Contact", "rollDamageType":"psychic"} psychic damage, or 25 (6d6
Monsters
Waterdeep: Dragon Heist
":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage if Tashlyn has more than half her hit points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6
","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing
Monsters
Princes of the Apocalypse
":"1d20+12","rollType":"to hit","rollAction":"Water Jet"} to hit, range 120 ft., one target. Hit: 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Water Jet","rollDamageType":"bludgeoning
(Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a
Monsters
Waterdeep: Dragon Heist
at least 1 hit point remaining, the nimblewright regains 1 hit point when a mending spell is cast on it.
Sure-Footed. The nimblewright has advantage on Strength and Dexterity saving throws made
.
Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4