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Returning 35 results for 'make start with only aura fire for life'.
Spells
Player’s Handbook
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Aura of Life
Legacy
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Spells
Player’s Handbook (2014)
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you
) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Aura of Life Level 4 Abjuration (Cleric, Paladin) Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
An aura radiates from you in a 30-foot Emanation for
the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aura of Life 4th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Life-preserving energy radiates from you in an aura with
a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Aura of Life Level 4 Abjuration (Cleric, Paladin) Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
An aura radiates from you in a 30-foot Emanation for
the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Monsters
Monster Manual
", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage. Creatures and flammable objects in the Emanation start burning.
Fire Form. The elemental can move through a space as narrow as 1 inch without
Fire Aura. At the end of each of the elemental’s turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage
Monsters
Monster Manual
aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend’s aura for 24 hours.
Legendary Resistance (4/Day). If the
Hells.
Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the
Monsters
Monster Manual
Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 10-foot Emanation originating from the salamander takes 10 (3d6);{"diceNotation
":"3d6", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.
Magic Resistance. The salamander has Advantage on saving throws against spells and other magical
Spells
Player’s Handbook
An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.
Equipment
Ability: IntelligenceUtilize: Identify a substance (DC 15), or start a fire (DC 15)Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume
If you have proficiency with a tool, add your
Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Monsters
Monster Manual
. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Fire Aura. At the end of each of
the balor’s turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire
Monsters
Monster Manual
":"Heat Aura", "rollDamageType":"Fire"} Fire damage.Bite. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 18 (2d10 + 7);{"diceNotation
Heat Aura. At the end of each of the remorhaz’s turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction
Monsters
Monster Manual
Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 5-foot Emanation originating from the salamander takes 3 (1d6);{"diceNotation":"1d6
", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit
Monsters
Monster Manual
Fetid Aura. Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of
":"Rend", "rollDamageType":"Slashing"} Slashing damage, or 9 (3d4 + 2);{"diceNotation":"3d4+2", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing damage if the swarm is Bloodied.PoisonBludgeoning, Cold, Fire, Lightning, Piercing, Slashing
Monsters
Monster Manual
Fire Aura. At the end of each of the azer’s turns, each creature of the azer’s choice in a 5-foot Emanation originating from the azer takes 5 (1d10);{"diceNotation":"1d10", "rollType
":"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
Monsters
Monster Manual
Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 5-foot Emanation originating from the salamander takes 7 (2d6);{"diceNotation":"2d6
", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict
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
Flame Aura. At the end of each of the gorgon’s turns, each creature in a 5-foot Emanation originating from the gorgon takes 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction
Monsters
Monster Manual
Fire Aura. At the end of each of the azer’s turns, each creature of the azer’s choice in a 5-foot Emanation originating from the azer takes 11 (2d10);{"diceNotation":"2d10", "rollType
":"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
Equipment
must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning.
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target
Spells
Player’s Handbook
effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below
Spells
Player’s Handbook
creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cube;Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each
Spells
Player’s Handbook
An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast
spells or make attacks with Ranged or Reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Spells
Player’s Handbook
As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving
Magic Items
Dungeon Master’s Guide
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
Spells
Player’s Handbook
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one
.
Flammable objects in the Cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Monsters
Monster Manual
rolls.Life Drain. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Life Drain"}, reach 5 ft. Hit: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Life Drain
", "rollDamageType":"Necrotic"} Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Life-Draining Root", "rollDamageType":"Necrotic"} Necrotic damage at the start of each of its turns. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the blight regains Hit Points equal to that amount.Fire, Necrotic
Life-Draining Root.
Slam. Melee Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Slam"}, reach 10 ft. Hit: 25 (4d8 + 7);{"diceNotation":"4d8+7", "rollType":"damage
Spells
Player’s Handbook
successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a
Spells
Player’s Handbook
the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next
Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is
Monsters
Monster Manual
Aura of Authority. While in a 30-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn’t
damage, and the target’s Speed decreases by 10 feet until the start of the hobgoblin’s next turn.
Longsword. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction
Monsters
Monster Manual
Detect Life. The banshee magically senses the direction of creatures up to 1 mile away that aren’t Constructs or Undead.
Incorporeal Movement. The banshee can move through other creatures and
Throw: DC 13, one creature the banshee can see within 60 feet that can see the banshee. Failure: The target has the Frightened condition until the start of the banshee’s next turn. Success: The
Spells
Player’s Handbook
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Shock", "rollDamageType":"Lightning"} Lightning damage.Lightning, PoisonAcid, Bludgeoning, Cold, Fire, Necrotic, Piercing, SlashingConsume Life. Constitution
":"Consume Life"} Hit Points.
Vanish. The wisp and its light have the Invisible condition until the wisp’s Concentration ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life.
Magic Items
Dungeon Master’s Guide
While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a
Spells
Player’s Handbook
Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.






