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Returning 35 results for 'flame'.
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Flame Tongue
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet
magic-items
D&D Free Rules (2024)
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius
Monsters
Princes of the Apocalypse
Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end
of the guard’s next turn. While wreathed in flame, the weapon deals an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Flaming Weapon","rollDamageType":"fire"} fire damage
Spells
Player’s Handbook
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for
Monsters
Princes of the Apocalypse
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with
Spells
Player’s Handbook
A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire
Spells
Player’s Handbook
A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Spells
Player’s Handbook
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover
Produce Flame
Legacy
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Spells
Basic Rules (2014)
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an
additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action
Monsters
Out of the Abyss
Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks
). The Keeper of the Flame has the following cleric spells prepared:
Cantrips (at will): guidance, mending, sacred flame
1st level (4 slots): bane, inflict wounds, shield of faith
2nd level (2 slots
magic-items
This crest is crafted from the compressed dust of fiends destroyed and sanctified by the Sacred Flame and torched in fires ignited by the elemental fluid taken from a dragon. This simple crest is
the Sacred Flame requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Bones] Spine or Ribs
[Dust] Fiend Dust
[Fluid] Acidic Bile
[Fluid] Elemental Fluid
Spells
Elemental Evil Player's Companion
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell
Flame Blade
Legacy
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Spells
Basic Rules (2014)
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade
Continual Flame
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Monsters
Infernal Machine Rebuild
Turn Immunity. The eye of fear and flame is immune to effects that turn undead.
Innate Spellcasting. The eye of fear and flame's innate spellcasting ability is Intelligence (spell save DC 16). It can
innately cast the following spells, requiring no components:
At will: detect evil and good, detect thoughts
1/day each: etherealness, true seeingMultiattack. The eye of fear and flame makes two claw
Sacred Flame
Legacy
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Spells
Basic Rules (2014)
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for
spells
Player’s Handbook
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as
Flame Strike
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity
Spells
Elemental Evil Player's Companion
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends
Spells
Sword Coast Adventurer's Guide
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Produce Flame Conjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms
neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Continual Flame 2nd-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (ruby dust worth 50 gp, which the spell consumes) Duration: Until dispelled A flame, equivalent in
brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Produce Flame Conjuration Cantrip (Druid) Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand and remains there for the
duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Old Flame I have a lover in Ten-Towns whom I haven’t seen in years. At any time outside of combat, I can decide who the lover is by choosing an NPC in Ten-Towns that I can see. Once I make this
choice, I can’t change it. This old flame is friendly and helpful toward me, even if our past is checkered.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Flame Blade Level 2 Evocation (Druid, Sorcerer) Casting Time: Bonus Action
Range: Self
Components: V, S, M (a sumac leaf)
Duration: Concentration, up to 10 minutes
You evoke a fiery blade in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flame Tongue Weapon (any sword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Flame Tongue Weapon (Any Melee Weapon), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Flame Arrows 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Flame Strike 5th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (pinch of sulfur) Duration: Instantaneous A vertical column of divine fire roars down from the heavens in a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Flame Blade 2nd-level evocation Casting Time: 1 bonus action Range: Self Components: V, S, M (leaf of sumac) Duration: Concentration, up to 10 minutes You evoke a fiery blade in your free hand. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Flame Blade Level 2 Evocation (Druid, Sorcerer) Casting Time: Bonus Action
Range: Self
Components: V, S, M (a sumac leaf)
Duration: Concentration, up to 10 minutes
You evoke a fiery blade in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Produce Flame Conjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms
neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Continual Flame 2nd-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (ruby dust worth 50 gp, which the spell consumes) Duration: Until dispelled A flame, equivalent in
brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Produce Flame Conjuration Cantrip (Druid) Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand and remains there for the
duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the