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                        Returning 35 results for 'good choose lightning'.
                    
                
                        
                            
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                                        gods choose lightning
                                    
                                
                                    
                                        god choose lightning
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead.
Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                    .
Spellcasting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):
At Will: Detect Evil and Good
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "} Fire damage.
Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.
Magic Resistance. The balor has Advantage on saving throws against spells and other
                                                
                                            
                                                
                                                     magical effects.Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.
Flame Whip. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Flame
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
                                                
                                            
                                                
                                                    );{"diceNotation":"2d8", "rollType":"damage", "rollAction":"rend", "rollDamageType":"Lightning"} Lightning damage.
Lightning Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
                                                
                                            
                                                
                                                    ", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage plus 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Lightning"} Lightning
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes three Rend attacks. It can replace one attack with a
                                                
                                            
                                                
                                                    ":"Lightning"} Lightning damage.
Lightning Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 23, each creature in a 120-foot
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     3), Dispel Magic, Protection from Energy (Lightning damage only)
Cli lyre
Rare
Stone Shape, Wall of Fire, Wind Wall
Doss lute
Uncommon
Animal Friendship, Protection from Energy (Fire
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
                                                
                                            
                                                
                                                    );{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Lightning"} Lightning damage.
Lightning Breath (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                     Stunned condition until the start of the empyreanâs next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                     Stunned condition until the start of the empyreanâs next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (4/Day, or 5/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead.
Spirit Jar. If destroyed, the lich reforms in 1d10;{"diceNotation":"1d10
                                                
                                            
                                                
                                                     Intelligence as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell, choose a point
                                                
                                            
                                                
                                                     you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Amphibious. The kraken can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead.
Siege Monster. The kraken
                                                
                                            
                                                
                                                     deals double damage to objects and structures.Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
Tentacle. Melee Attack Roll: +17;{"diceNotation":"1d20+17
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire
                                                
                                            
                                                
                                                    , Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack
                                                
                                            
                                                
                                                     of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Detect Evil and Good, Thaumaturgy1/Day Each: Detect Magic, Dispel
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"Storm Blade", "rollDamageType":"Lightning"} Lightning damage.
Storm Bolt. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Storm Bolt
                                                
                                            
                                                
                                                    .
Spellcasting. The djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Evil and Good, Detect
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Points somewhere in Mount Celestia.
Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead.
Magic Resistance. The solar has Advantage on saving throws
                                                
                                            
                                                
                                                     spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):
At Will: Detect Evil and Good1/Day Each: Commune, Control Weather, Dispel Evil and Good
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    
Dispel Magic
3
Enlarge/Reduce
0
Fireball (level 7 version)
7
Flaming Sphere
2
Ice Storm
4
Invisibility
2
Knock
2
Light
0
Lightning Bolt (level 7 version)
7
                                                
                                            
                                                
                                                    
Mage Hand
0
Passwall
5
Plane Shift
7
Protection from Evil and Good
0
Telekinesis
5
Wall of Fire
4
Web
2
Regaining Charges. The staff regains 4d6 + 2
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ). If the cataclysm fails a saving throw, it can choose to succeed instead.
Siege Monster. The cataclysm deals double damage to objects and structures.Multiattack. The cataclysm makes two Elemental Burst
                                                
                                            
                                                
                                                    ", "rollAction":"Elemental Burst (Cold)", "rollDamageType":"Cold"}, Fire;{"diceNotation":"5d6+8", "rollType":"damage", "rollAction":"Elemental Burst (Fire)", "rollDamageType":"Fire"}, Lightning
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
                                                
                                            
                                                
                                                    
INT
4
â3
â3
WIS
10
+0
+0
CHA
16
+3
+3
Resistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)
Immunities Fire
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover.
Ring of Elemental Command (Earth);Earth. You know Terran, and you have Resistance to Acid damage. Terrain
                                                
                                            
                                                
                                                     regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     that spell again.
Legendary Resistance (4/Day, or 5/Day in Lair). If the hag fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hag has Advantage on saving throws against
                                                
                                            
                                                
                                                    );{"diceNotation":"5d12", "rollType":"damage", "rollAction":"Crackling Wave", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage. Failure or Success: The target is cursed until the end of the
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spiritâs element, which determines its damage type: air (Lightning
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12
Languages Draconic, understands
                                                
                                            
                                                
                                                     the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly.
1d100
                                                
                                            
                                                
                                                    âs choice) 30 feet into the air for 1d4 minutes.
11â20
A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     its trigger and choose whether itâs an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
                                                
                                            
                                                
                                                     glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
                                                
                                            
                                        
                                                     Backgrounds
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    Ability Scores: Strength, Constitution, WisdomFeat: ToughSkill Proficiencies: Animal Handling and NatureTool Proficiency: Carpenter's ToolsEquipment: Choose A or B: (A) Sickle
                                                
                                            
                                                
                                                    , Carpenter's Tools, Healer's Kit, Iron Pot, Shovel, Traveler's Clothes, 30 GP; or (B) 50 GP
You grew up close to the land. Years tending animals and cultivating the earth rewarded you with patience and good
                                                
                                            
                                        
                                                     Magic Items
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     you fail a saving throw, you can choose to succeed instead.
Lingering Shock. If you deal lightning damage to a creature, it canât take reactions until its next turn.
                                                
                                            
                                                
                                                     to it, you gain the following benefits.
Damage Absorption. You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     Essence Shard, Good;Good. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points.
4
Outer Essence Shard, Evil;Evil. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage.
                                                
                                            
                                                
                                                     Shard, Chaotic;Chaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn.
3
Outer
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     others will be normal cats.
Tressym have good memories, particularly when it comes to danger. For example, a tressym that sees a human use a wand of lightning bolts remembers the danger of &ldquo
                                                
                                            
                                                
                                                    ;sticks of wood held by humansâ for the rest of its life. A lucky, healthy tressym can live to be 20 years old.
With the DMâs permission, a person who casts the find familiar spell can choose to conjure a tressym instead of a normal cat.Poison
                                                
                                            
                                        
                                                     Monsters
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Kostchtchie fails a saving throw, he can choose to succeed instead.
Magic Resistance. Kostchtchie has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                    , darkness
1/day each: dispel evil and good, gate, harm, telekinesis, teleport, wind walkMultiattack. Kostchtchie makes two melee attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack
                                                
                                            
                                        






