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Returning 35 results for 'example radius have plus cast'.
Equipment
A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.
Equipment
A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.
Spells
Player’s Handbook
A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8
plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.
Spells
Player’s Handbook
as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.
The flaming
blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 3 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction
":"Rend"}, reach 10 ft. Hit: 15 (2d8 + 6);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction
":"Rend"}, reach 15 ft. Hit: 17 (2d8 + 8);{"diceNotation":"2d8+8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType
Magic Items
Dungeon Master’s Guide
cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell
A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
Rend. Melee Attack Roll: +16;{"diceNotation":"1d20+16
", "rollType":"to hit", "rollAction":"rend"}, reach 15 ft. Hit: 18 (2d8 + 9);{"diceNotation":"2d8+9", "rollType":"damage", "rollAction":"rend", "rollDamageType":"Slashing"} Slashing damage plus 9 (2d8
Monsters
Monster Manual
three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
Rend. Melee Attack Roll: +12;{"diceNotation":"1d20+12
", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 16 (2d8 + 7);{"diceNotation":"2d8+7", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 5 (1d10
Spells
Player’s Handbook
settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in castles and settlements.
Choose three of the following facts
choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
Locations of bodies of water
For example
Monsters
Monster Manual
Illumination. The flameskull sheds Bright Light in a 15- foot radius and Dim Light for an additional 15 feet.
Magic Resistance. The flameskull has Advantage on saving throws against spells and other
magical effects.
Undead Restoration. If the flameskull is destroyed, it regains all its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast
Monsters
Monster Manual
Confer Fire Resistance. The nightmare can grant Resistance to Fire damage to a rider while it is on the nightmare.
Illumination. The nightmare sheds Bright Light in a 10-foot radius and Dim Light
", "rollAction":"Hooves", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Hooves", "rollDamageType":"Fire"} Fire damage
Magic Items
Dungeon Master’s Guide
’s energy—not the spell itself— is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to
cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted
Magic Items
Dungeon Master’s Guide
saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until
from Evil and Good, plus the spells listed for the particular instrument
Anstruth harp
Very Rare
Cure Wounds (level 5), Ice Storm, Wall of Thorns
Canaith mandolin
Rare
Cure Wounds (level
Monsters
Monster Manual
":"damage", "rollAction":"Death Burst", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Illumination. The skeleton sheds Bright Light in a 15-foot radius and Dim Light for an additional 15
", "rollAction":"Flame Scepter"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Flame Scepter", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 3 (1d6
Monsters
Monster Manual
":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage unless the azer has the Incapacitated condition.
Illumination. The azer sheds Bright Light in a 10-foot radius and Dim Light for
", "rollType":"damage", "rollAction":"Burning Hammer", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Burning Hammer", "rollDamageType":"Fire"} Fire damage.Fire, Poison
Monsters
Monster Manual
);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Rapier", "rollDamageType":"Piercing"} Piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rapier", "rollDamageType
":"Psychic"} Psychic damage.
Beguiling Song. Wisdom Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 20 (3d10 + 4);{"diceNotation":"3d10+4
Monsters
Monster Manual
effects at random (roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Cataclymic Event"}):
1: Clinging Flames. Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere
", "rollAction":"Freezing Waves", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 22 (5d8);{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Freezing Waves", "rollDamageType":"Cold"} Cold
Species
Player’s Handbook
Corellon’s dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, but that which Corellon had taken from them was lost forever.
No longer able
shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of
Monsters
Monster Manual
", "rollAction":"Dread Blade", "rollDamageType":"Slashing"} Slashing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Dread Blade", "rollDamageType":"Necrotic"} Necrotic damage
.
Hellfire Orb (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Hellfire Orb"}. Dexterity Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Dread Blade", "rollDamageType":"Slashing"} Slashing damage plus 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Dread Blade", "rollDamageType
":"Necrotic"} Necrotic damage.
Hellfire Orb (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Hellfire Orb"}. Dexterity Saving Throw: DC 18, each creature in a 20-foot-radius Sphere
Spells
Player’s Handbook
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the
Cylinder, choose which of these lights shines on it:
Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
Searing Light. The target makes a Dexterity
Monsters
Monster Manual
5 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Rapier", "rollDamageType":"Piercing"} Piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage
: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Hand Crossbow", "rollDamageType":"Piercing"} Piercing damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage
Monsters
Monster Manual
":"Flame Aura", "rollDamageType":"Fire"} Fire damage.
Illumination. The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.Multiattack. The gorgon makes two Gore attacks
", "rollDamageType":"Piercing"} Piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"Fire"} Fire damage.
Smelting Charge (Recharge 5–6
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell’s level Piercing damage plus 1d4 Poison damage.
Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60
Monsters
Monster Manual
use of Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 13 (1d10 + 8);{"diceNotation":"1d10+8
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Fire"} Fire
Spells
Player’s Handbook
example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even
making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
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
finish a Long Rest before using this trait to cast that spell again.
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with
Monsters
Monster Manual
use of Spellcasting to cast Shatter.
Rend. Melee Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 16 (2d8 + 7);{"diceNotation":"2d8+7
", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Lightning"} Lightning
Monsters
Monster Manual
use of Spellcasting to cast Shatter (level 3 version).
Rend. Melee Attack Roll: +16;{"diceNotation":"1d20+16", "rollType":"to hit", "rollAction":"rend"}, reach 15 ft. Hit: 18 (2d8 + 9
);{"diceNotation":"2d8+9", "rollType":"damage", "rollAction":"rend", "rollDamageType":"Slashing"} Slashing damage plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"rend", "rollDamageType
Monsters
Monster Manual
use of Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft. Hit: 19 (2d8 + 10
);{"diceNotation":"2d8+10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Rend
Monsters
Monster Manual
: 8 (2d4 + 3);{"diceNotation":"2d4+3", "rollType":"damage", "rollAction":"Dagger", "rollDamageType":"Piercing"} Piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
creature in a 10-foot-radius Sphere centered on a point the bandit can see within 120 feet. Failure: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Blinding Flash
Monsters
Monster Manual
: 10 (2d4 + 5);{"diceNotation":"2d4+5", "rollType":"damage", "rollAction":"Bejeweled Baton", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
", "rollAction":"Bejeweled Baton", "rollDamageType":"Psychic"} Psychic damage.
Majestic Song. Wisdom Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point within 120 feet
Magic Items
Dungeon Master’s Guide
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it.
The following crystal ball variants are legendary
items and have additional properties.
Crystal Ball of Mind Reading. You can use an action to cast the Detect Thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting
Monsters
Monster Manual
":"2d6+7", "rollType":"damage", "rollAction":"Radiant Sword", "rollDamageType":"Slashing"} Slashing damage plus 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Radiant Sword
", "rollDamageType":"Radiant"} Radiant damage.
Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6