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Returning 35 results for 'divine blade fireballs'.
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Magic Items
Dungeon Master’s Guide (2024)
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
detrimental property
Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:
Call Lightning
Divine Word
Finger of Death
Once you use the sword to
Monsters
Fizban's Treasury of Dragons
modifier.Multiattack. The dragonborn makes three Mind Blade attacks.
Mind Blade. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Mind Blade"} to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4);{"diceNotation":"1d4+4", "rollType":"damage", "rollAction":"Mind Blade", "rollDamageType":"piercing"} piercing damage plus 10 (3d6);{"diceNotation
Monsters
The Book of Many Things
fails a saving throw, it can choose to succeed instead.Multiattack. The medusa makes one Constrict attack, one Final Blade attack, and one Snake Hair attack. Alternatively, it makes two Wrathful
this grapple ends, the target has the restrained condition, and the medusa can’t constrict another creature.
Final Blade. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw
, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine Flame","rollDamageType":"fire"} fire damage and 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine
Monsters
Waterdeep: Dungeon of the Mad Mage
Weapons","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw
, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine Flame","rollDamageType":"fire"} fire damage and 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Divine
Monsters
Bigby Presents: Glory of the Giants
the death rune on a prized skull from this grisly collection. Abandoning armor in favor of gloomy robes, the shrouded one uses rune magic to create a shadowy scythe blade at the end of a staff and to
the Shadowfell to this day, searching both that plane and the Material Plane for souls that might please their divine queen.NecroticFrightening Teleport (Recharge 4–6);{"diceNotation":"1d6", "rollType
Magic Items
Baldur’s Gate: Descent into Avernus
are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this
radiant damage.
Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.
Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90
Planetar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Weapons","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar's spellcasting ability is Charisma
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel
magic-items
The metal of this blade is forged in the dust of celestials, with a hilt wrapped in fiend skin leather. The eye of a dragon is placed upon the hilt and polished in monster blood.
When you use this
magic weapon to attack a creature and roll a 20 on the d20 for the attack roll, you can cast Divine Smite as part of the same action used to make the attack without expending a spell slot.
Crafting
Solar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
","rollDamageType":"radiant"} radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie.
Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save
DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good
Drow Matron Mother
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura
9th level (1 slot): gate
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
Dragons
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are
Monk
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep
serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power. The majority of monks don’t shun their neighbors, making frequent visits to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
arcane magic rather than divine is Kurtulmak’s imprisonment, which makes it difficult for him to grant spells to mortals and for those mortals to receive his favor. Furthermore, kobolds are so frail that
rare; priests of Kurtulmak, when they reveal themselves, are easily recognized by orange garb (usually just a roughly torn sash or cloak) decorated with an image of a gnome’s skull. Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
arcane magic rather than divine is Kurtulmak’s imprisonment, which makes it difficult for him to grant spells to mortals and for those mortals to receive his favor. Furthermore, kobolds are so frail that
rare; priests of Kurtulmak, when they reveal themselves, are easily recognized by orange garb (usually just a roughly torn sash or cloak) decorated with an image of a gnome’s skull. Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the abilities of a warlock, the patrons that grant such power
. The goblin can cast a randomly determined 1st-level wizard spell once per day. Intelligence is its spellcasting ability.
Booyahg Wielder. This goblin found a magic item (a necklace of fireballs, a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Aasimar I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Aasimar I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
; activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
inspire followers, protecting their people and guiding them to fulfill the medusa’s divine purpose. The Divine Purpose table offers suggestions for motivations. Roll on the table, or use the entries as
inspiration to create your own. Divine Purpose d6 Purpose 1 Protect a sanctuary that hides martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe. 2 Gather the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
inspire followers, protecting their people and guiding them to fulfill the medusa’s divine purpose. The Divine Purpose table offers suggestions for motivations. Roll on the table, or use the entries as
inspiration to create your own. Divine Purpose d6 Purpose 1 Protect a sanctuary that hides martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe. 2 Gather the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a
they were demigods — mighty beings of divine descent. This isn’t a casual sort of worship or lip service; kobolds are awed in the presence of a dragon, as if an actual avatar of a deity
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dead
Scrying
6th Level Blade Barrier
Create Undead
Find the Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th Level Conjure
Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Symbol
8th Level Antimagic Field
Control Weather
Earthquake
Holy Aura
9th Level Astral Projection
Gate
Mass Heal
True Resurrection
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
6th Level
Blade Barrier
Create Undead
Find the
Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th Level
Conjure Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
6th Level
Blade Barrier
Create Undead
Find the
Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th Level
Conjure Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dead
Scrying
6th Level Blade Barrier
Create Undead
Find the Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th Level Conjure
Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Symbol
8th Level Antimagic Field
Control Weather
Earthquake
Holy Aura
9th Level Astral Projection
Gate
Mass Heal
True Resurrection
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonborn of Sardior Sardior is said to have died in the destruction of the First World. But many believe that Sardior’s divine essence survives within every gem dragon. This philosophy is central
dragonborn makes three Mind Blade attacks.
Mind Blade. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 10 (3d6) psychic
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonborn of Sardior Sardior is said to have died in the destruction of the First World. But many believe that Sardior’s divine essence survives within every gem dragon. This philosophy is central
dragonborn makes three Mind Blade attacks.
Mind Blade. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 10 (3d6) psychic
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Staff Yes (druid) Staff of withering Staff Yes (cleric, druid, or warlock) Stone of controlling earth elementals Wondrous item No Sun blade Weapon Yes Sword of life stealing Weapon Yes Sword of
wounding Weapon Yes Tentacle rod Rod Yes Vicious weapon Weapon No Wand of binding Wand Yes (spellcaster) Wand of enemy detection Wand Yes Wand of fear Wand Yes Wand of fireballs Wand Yes (spellcaster) Wand
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Staff Yes (druid) Staff of withering Staff Yes (cleric, druid, or warlock) Stone of controlling earth elementals Wondrous item No Sun blade Weapon Yes Sword of life stealing Weapon Yes Sword of
wounding Weapon Yes Tentacle rod Rod Yes Vicious weapon Weapon No Wand of binding Wand Yes (spellcaster) Wand of enemy detection Wand Yes Wand of fear Wand Yes Wand of fireballs Wand Yes (spellcaster) Wand
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Bloodthirst. The sword thirsts for blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful
property 1 major detrimental property Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it: Call Lightning Divine Word Finger of Death Once you use the sword
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Bloodthirst. The sword thirsts for blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful
property 1 major detrimental property Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it: Call Lightning Divine Word Finger of Death Once you use the sword
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie
, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness. The solar knows if it hears a lie
, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells