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Returning 35 results for 'down piece of light'.
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Spells
Player’s Handbook
When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the
ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.
Magic Items
Dungeon Master’s Guide
This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.
Weapons
Name
Damage
Properties
Mastery
Simple Melee Weapons
Adamantine Club
1d4 Bludgeoning
Light
Slow
Adamantine Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20/60)
Nick
feats
Player’s Handbook
Loading property of the crossbow, hand;Hand Crossbow, crossbow, heavy;Heavy Crossbow, and crossbow, light;Light Crossbow (all called crossbows elsewhere in this feat). If you’re holding one of
them, you can load a piece of ammunition into it even if you lack a free hand.
Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with crossbows
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the spellcasting ability (spell save DC 15):
At will: light, spare the dying, thaumaturgy
1/day each: banishment, command, dispel magic, flame strike, guardian of faith, hold person, lesser
Hilt of a broken sword
3
Piece of stained glass from a shrine
4
Clay figurine of a ki-rin or another Celestial
5
Torch carved so that a hand appears to be holding the flame
6
Monsters
Mordenkainen's Fiendish Folio Volume 1
Radiant Eyes. While its eyes are open, a blindheim projects bright light in a 60-foot cone and dim light for an additional 60 feet. It sets the orientation of this cone at the end of each of its
turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that
Banderhobb
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
creature or object if it is within 1 mile of the banderhobb.
Shadow Stealth. While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.Bite. Melee Weapon Attack: +8
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
, the target is pulled to a space within 5 feet of the banderhobb.
Shadow Step. The banderhobb teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see.
Swallow. Melee
Monsters
Storm King's Thunder
spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control weather (cast as 1 action), water breathingWhen King Hekaton disappears, Princess Serissa finds herself
behind a piece of regalia called the Korolnor Scepter, a magic item that allows its owner to harness the powers of the Wyrmskull Throne. In accordance with her father’s wishes, Serissa has
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
-dimensional creature that flies through Wildspace and the Astral Sea, folding and refolding like a piece of origami. When it encounters another creature, it flattens into a plane that resembles a trapezoidal
, but enough to make the caster take notice.
A fractine needs light and magical energy to survive. It can draw sustenance from a nearby light source, spellcaster, magic item, or magical effect without
Monsters
Spelljammer: Adventures in Space
"}.
Spellcasting (Psionics). The reigar casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18):
At will: light, mage hand
Wondrous Item, Legendary (Usable Only by the Reigar Who Created It)
The reigar who creates this piece of jewelry chooses its form: bracelet, brooch, diadem, or necklace. While the reigar wears the
Monsters
Fizban's Treasury of Dragons
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the
light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all
Monsters
Fizban's Treasury of Dragons
blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The
Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful)
3
Knowledge. The stories surrounding every piece in my collection are as
classes
Player’s Handbook
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
Monsters
Fizban's Treasury of Dragons
breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a
spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Accessing the Rod Piece The rod piece was stored in a safe room in the Lambent Zenith’s prow (area Z19). When the ship crashed, the safe room’s security wards activated, and the room’s doors sealed
magically. To access the safe room and uncover the rod piece, the characters must first deactivate the security wards. Ward Runes The security wards are powered by two magical runes: one in area Z8 and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. You ignore the Loading property of the Hand Crossbow, Heavy Crossbow, and Light Crossbow (all called crossbows elsewhere in this feat). If you’re holding one of them, you can load a piece of ammunition
of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property and you aren’t already adding that modifier to the damage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or a piece of parchment from a religious text) Duration: Concentration, up to 1 minute Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of
your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it. Alternatively, you cast the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or a piece of parchment from a religious text) Duration: Concentration, up to 1 minute Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of
your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it. Alternatively, you cast the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammunition needed for each
attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
piece is hidden in Web’s Edge, a nearby safe house for agents of the demon-god Lolth. The characters initially emerge through a door-shaped fissure in one wall of a claustrophobic, seemingly abandoned
corridor outside the hidden entrance to Web’s Edge. There is no light source, and the invisible portal back to Sigil remains open.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Cure To reverse Quill’s corruption, the Harpers crafted a dagger infused with several forms of purifying magic. The magic dagger is carved from a single piece of amethyst, with leather wrapped
around the hilt and minuscule runes emblazoned on the flat of the blade. When light hits the dagger, the blade appears to pulse with an inner radiance. The dagger resembles the one that scarred Quill as
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
smooth dais.
The moonlight barrier around this lunarium’s dais is trapped. When the barrier is touched, it emits a blinding flash of white light in a 30-foot radius centered on the dais. Any creature in
the moondisk. U5: Moondisk A robed, hooded woman stands at the center of a circular platform, her arms stretched wide and her eyes closed. A rod piece floats between her outstretched hands.
Teremini
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Moonbeam 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1
minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Moonbeam 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1
minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sunburst 8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot radius centered
on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sunburst 8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot radius centered
on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
house against a rival draconic attack. 5 Steal a local sage’s research to prevent them from discovering the Chamber’s activities. 6 Recreate an ancient ritual that will bring a new piece of the Prophecy to light.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q40. Argynvost’s Study This room is a haven for dust and cobwebs. Three narrow windows allow slivers of light to illuminate bare oak shelves along the walls and a torn, padded chair lying on its side
near a cavernous hearth. A picture above the mantel has been slashed, its lower half hanging down below the frame like a torn piece of flesh. An iron door set in the south corner of the west wall
Monsters
Fizban's Treasury of Dragons
the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline
azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident in the horn and bone structures of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. More Scrap Iron Light. Mounted to the diagonal walls at this intersection are four iron torch brackets with continual flame spells cast on them.
Scrap Iron. Heaped in the middle of the
. Whenever the characters leave this area and return, there is a 20 percent chance that Hrossk, the fire giant metalsmith in area 11, is here to collect a choice piece of scrap iron and bring it to area 12 to be melted down and recast.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you
weapon to make a melee attack.
Light When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra