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Returning 35 results for 'example replica have percent cone'.
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Spells
Player’s Handbook
percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic
Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a
failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone
Magic Items
Dungeon Master’s Guide
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of
Spells
Player’s Handbook
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the
Magic Items
Forgotten Realms: Adventures in Faerûn
transformation is complete, you become a Lich under the DM's control. Each time you use this Artifact's Cone of Undeath or Myrkul's Hand benefit, there is a 10 percent cumulative chance that you
instantly complete this transformation.
Cone of Undeath. You can take a Magic action to unleash a wave of unholy light in a 60-foot Cone. Each creature in the Cone makes a DC 18 Constitution saving throw
Secret Chest
Legacy
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Spells
Basic Rules (2014)
percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12
Leomund's Secret Chest
Legacy
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Spells
Player’s Handbook (2014)
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12
cubic feet of nonliving material (3 feet by 2 feet by 2 feet).While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied
Horn of Blasting
Legacy
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Magic Items
Basic Rules (2014)
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC
. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Dust Mephit (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
Breath"}. The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success.
Summon Mephits (1/Day). The mephit has a 25 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Mephits
Smoke Mephit (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
","rollDamageType":"slashing"} slashing damage.
Cinder Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Cinder Breath"}. The mephit exhales a 15-foot cone of smoldering ash. Each
creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit’s next turn.
Summon Mephits (1/Day). The mephit has a 25 percent;{"diceNotation
Monsters
Princes of the Apocalypse
physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollDamageType":"fire"} fire damage. Each creature
drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area). Pools or streams of lava or other molten material are also affected. Creatures
Steam Mephit (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10
one.
Summon Mephits (1/Day). The mephit has a 25 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Mephits"} chance of summoning 1d4;{"diceNotation":"1d4","rollType":"roll
monsters
Restrained condition.
Cone of Retribution (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":" of Retribution"}. Wisdom Saving Throw: DC 15, each enemy in a 90-foot Cone
. Failure: 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Cone of Retribution", "rollDamageType":"Radiant"} Radiant damage, and the target has the Incapacitated condition until the end of
Ice Mephit (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Frost Breath"}. The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw
/Day). The mephit has a 25 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Mephits"} chance of summoning 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Summon Mephits
Magma Mephit (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
(Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fire Breath"}. The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking
). The mephit has a 25 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Mephits"} chance of summoning 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Summon Mephits
Teleport
Legacy
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Spells
Basic Rules (2014)
distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM
you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the
Monsters
Spelljammer: Adventures in Space
faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the
). The elf has a 50 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Summon Solar Dragon"} chance of magically summoning a young solar dragon. A summoned dragon appears in an unoccupied
Ancient Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8
exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by
hitting him with an attack), there is a 50 percent chance that the illusory duplicate is affected, not Demogorgon, in which case the illusion disappears.
Regional Effects
The region containing Demogorgon
Staff of Power
Legacy
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Magic Items
Basic Rules (2014)
save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt
a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the
ascension involves fusing the power of a single dragon’s echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and
Adult Silver Dragon
Legacy
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Monsters
Basic Rules (2014)
of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its
Monsters
Waterdeep: Dungeon of the Mad Mage
exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of
flames, such as lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing a legendary Steel dragon’s lair is warped by the dragon’s magic, which
Demogorgon
Legacy
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Monsters
Out of the Abyss
Demogorgon (for example, hitting him with an attack), there is a 50 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"illusory duplicate"} chance that it is the illusory duplicate that is
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the
fusing the power of a single dragon’s echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the
fusing the power of a single dragon’s echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if
5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) Duration: Instantaneous You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the
fusing the power of a single dragon’s echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Plane by taking a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this
+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until Dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the
involves fusing the power of a single dragon’s echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
taking a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell
, and a Tiny replica of the chest made from the same materials worth 50+ GP)
Duration: Until dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the
Wish
Legacy
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Spells
Basic Rules (2014)
). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to
spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain
Ancient Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes
, have a 50 percent chance of being extinguished.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners
Magic Items
Princes of the Apocalypse
example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in
of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums
Adult Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes
the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished