Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'mastery some with only advanced first for light'.
Other Suggestions:
mastery some with only advances first for light
master some with only advance first for list
masters some with only advance first for list
Magic Items
Dungeon Master’s Guide
. Once this property is used, it can’t be used again until the next dawn.
Weapons
Name
Damage
Properties
Mastery
Sylvan Talon Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20
/60)
Nick
Sylvan Talon Rapier
1d8 Piercing
Finesse
Vex
Sylvan Talon Scimitar
1d6 Slashing
Finesse, Light
Nick
Sylvan Talon Shortsword
1d6 Piercing
Finesse, Light
Vex
Magic Items
Dungeon Master’s Guide
Name
Damage
Properties
Mastery
Simple Melee Weapons
Adamantine Club
1d4 Bludgeoning
Light
Slow
Adamantine Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20/60)
Nick
Adamantine Greatclub
1d8 Bludgeoning
Two-Handed
Push
Adamantine Handaxe
1d6 Slashing
Light, Thrown (Range 20/60)
Vex
Adamantine Javelin
1d6 Piercing
Thrown (Range 30/120)
Slow
Equipment
Proficiency with a Light Hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
, you must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Magic Items
Dungeon Master’s Guide
;D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can
. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Test
Magic Items
Dungeon Master’s Guide
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
Magic Items
Dungeon Master’s Guide
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
Monsters
Monster Manual
expending extra movement to do so, and it can enter a creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10);{"diceNotation
":"1d10", "rollType":"damage", "rollAction":"Fire Form", "rollDamageType":"Fire"} Fire damage.
Illumination. The elemental sheds Bright Light in a 30- foot radius and Dim Light for an additional 30 feet
Equipment
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
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
Medium or smaller creatures. Each time the gorgon enters a creature’s space for the first time during this move, that target is subjected to the following effect. Dexterity Saving Throw: DC 16
Equipment
Proficiency with a Sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Equipment
Proficiency with a Scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Spells
Player’s Handbook
You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and
damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A
Equipment
Proficiency with a Light Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
Equipment
An an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity
stick after the first increases the damage by 1d6 (to a maximum of 10d6) and the effect’s radius by 5 feet (to a maximum of 20 feet).
It takes 1 minute to rig dynamite with a longer fuse so it explodes after a longer period of time, such as 1 minute or 10 minutes.
Equipment
Proficiency with a Halberd allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Monsters
Monster Manual
Throw: DC 18, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target
the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands
Monsters
Monster Manual
. Constitution Saving Throw: DC 21, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second
dragon regains all expended uses at the start of each of its turns.
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Pounce. The dragon moves up to half its Speed
Equipment
Proficiency with a Greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Magic Items
Dungeon Master’s Guide
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the
degrees clockwise provided its legs are extended.
8
Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
The light turns off.
9
The apparatus
Spells
Player’s Handbook
also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10
minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of each of its turns, ending the effect on itself on a success.A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject
, and each one starts its training by gaining mastery over an umber hulk.
Neogi
A neogi looks like an outsize spider with an eel’s neck and head. It can poison the body and the mind of its
Monsters
Acquisitions Incorporated
dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its
advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats.
Though most clockwork dragons have a breath weapon
Monsters
Acquisitions Incorporated
light or darkness. She then has advantage on the first melee attack she makes before the end of the turn.
Innate Spellcasting. Rosie's innate spellcasting ability is Wisdom (spell save DC 12). She can
can't use this trait if she's incapacitated.
Shadow Step. When Rosie is in dim light or darkness, she can use a bonus action to teleport 60 feet to an unoccupied space she can see that is also in dim
Monsters
Dragonlance: Shadow of the Dragon Queen
Toxic Mastery. Lohezet ignores a creature’s resistance to poison damage.Multiattack. Lohezet makes three Withering Blast attacks and uses Miasma if it’s available. He can replace one of
within the sphere is heavily obscured, and when a creature starts its turn in the sphere or enters the sphere for the first time on a turn, it must make a DC 17 Constitution saving throw. On a failed
Monsters
Strixhaven: A Curriculum of Chaos
hand
1/day each: enlarge/reduce, mage armorThe students of Quandrix College—first as apprentices and then as Quandrix pledgemage;pledgemages—immerse themselves in the magic of geometry and
metaphysics. Their ultimate goal isn’t mastery, however. Rather, in their projects they explore and expand knowledge without expecting concrete answers. Whether students are extrapolating
Magic Items
The Book of Many Things
, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make
. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.
Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport
Monsters
Strixhaven: A Curriculum of Chaos
hand
1/day each: dimension door, enlarge/reduce, mage armor, plant growthThe students of Quandrix College—first as Quandrix apprentice;apprentices and then as pledgemages—immerse themselves
in the magic of geometry and metaphysics. Their ultimate goal isn’t mastery, however. Rather, in their projects they explore and expand knowledge without expecting concrete answers. Whether
Monsters
Tales from the Yawning Portal
Assassinate. During his first turn, Obmi has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Obmi scores against a surprised creature is a critical hit
":"damage","rollAction":"Shortsword","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6;{"diceNotation
Monsters
The Book of Many Things
darkness, it teleports up to 30 feet to an unoccupied space it can see that is also in dim light or darkness. The hawk then has advantage on the first melee attack it makes before the end of the turn.
search for Deck of Many Things;Decks of Many Things. On harrowing hunts, harrow hawks scout for the prey and accompany the Grim Harrow in battle.PoisonShadow Dash. When the hawk is in dim light or
Monsters
Princes of the Apocalypse
Dwarven Resilience. Grumink has advantage on saving throws against poison, and he has resistance against poison damage.
Assassinate. During his first turn, Grumink has advantage on attack rolls
damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Light Crossbow"} to hit
Monsters
Guildmasters’ Guide to Ravnica
Flyby. The arclight phoenix doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Grounded Lightning. The first time on a turn that the arclight phoenix touches the ground, it
takes 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Grounded Lightning","rollDamageType":"force"} force damage.
Illumination. The arclight phoenix sheds bright light in a 15-foot
Monsters
Waterdeep: Dungeon of the Mad Mage
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that
"} poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Light Crossbow"} to hit
Monsters
The Wild Beyond the Witchlight
Fey Ancestry. Light has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Special Equipment. Light carries and is attuned to the Witchlight vane. In Light
’s hands, the vane is a finesse weapon.Multiattack. Light makes two Witchlight vane attacks.
Witchlight Vane. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Monsters
Adventure Atlas: The Mortuary
be dispersed by wind. It does not move with him.
Each creature that enters the fog for the first time on a turn or starts its turn there must make a DC 19 Constitution saving throw, taking 28 (8d6
only leader the faction has ever had. A popular Duster legend holds that other than the Lady of Pain herself, Skall is Sigil’s oldest resident, the first creature to live and die in the City of
Monsters
Tyranny of Dragons
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a
one.
Light Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8






