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Returning 35 results for 'mechanus some with only away from for light'.
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mechanics some with only away from for light
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away. The burst of
light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
Regaining Charges. The wand regains 1d6 + 1 expended
Classes
Player’s Handbook
the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness.
The Light Domain is associated with gods of truth, vigilance, beauty, insight, and
Bring Light to Banish Darkness
The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and
Equipment
As an action, you can light a Bomb 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 saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Magic Items
Dungeon Master’s Guide
. 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
;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
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
Monsters
Monster Manual
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light 1/Day Each: Control Water, Create or Destroy WaterWatery Rebuke. Trigger: An enemy the merfolk can see enters a space within 5 feet of the
damage. If the target is Large or smaller, it is pushed up to 30 feet straight away from the merfolk by conjured water.Cold
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
Magic Items
Dungeon Master’s Guide
arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a
you.
Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall
Spells
Player’s Handbook
is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully
Monsters
Monster Manual
straight away from the dragon and has the Prone condition.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability
actions. The dragon regains all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half
Monsters
Monster Manual
straight away from the dragon and has the Prone condition.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability
all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes
Magic Items
Dungeon Master’s Guide
, two other weapons locked away under White Plume Mountain. It wants the three weapons to be reunited and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious
Blackrazor. Blackrazor can be destroyed by crushing it in the great gears of Mechanus. Primus, the creator of the modrons, also knows a series of musical tones that Blackrazor can’t stand to hear, causing the sword to shatter.
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
feet away from the glyph on each of its turns, if able.
Pain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.
Sleep. Each target must succeed
Magic Items
Forgotten Realms: Adventures in Faerûn
powerful Undead scions. Should a wearer prove unworthy of this honor, the crown teleports away to find a new mortal to corrupt for its master.
Cursed. The crown is cursed. Attuning to the crown extends
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
Wand of Pyrotechnics
Legacy
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Magic Items
Xanathar's Guide to Everything
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of
light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily
Equipment
Combat
Utility
Whimsy
15
13
12
This small, knobby root only grows where its black leaves are left in perpetual shadow. Once harvested, the root must be wrapped or sealed away from light or it will rapidly wither and rot.
Light Domain
Legacy
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Classes
Player’s Handbook (2014)
with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.
Light Domain Spells
Cleric Level
Spells
1st
Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty
Spells
Xanathar's Guide to Everything
emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves
Bomb
Legacy
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Equipment
As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
Ring of Shooting Stars
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the
you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action
Monsters
Spelljammer: Adventures in Space
damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM’s control.
Light Crossbow. Ranged Weapon Attack: +4;{"diceNotation
":"1d20+4","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2","rollType":"damage","rollAction":"Light Crossbow
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Mechanus, the ingenious modron was lauded for its invention—until it turned these creations against its superiors. Steel predators wreaked havoc against the modron hierarchy until the rogue
bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel
Darkling Elder
Legacy
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Monsters
Volo's Guide to Monsters
, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails.
Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area
Darkling
Legacy
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Monsters
Volo's Guide to Monsters
qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the
Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area
Staff of the Magi
Legacy
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Magic Items
Basic Rules (2014)
).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good
amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin
Damage
Monsters
The Wild Beyond the Witchlight
":"to hit", "rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Club", "rollDamageType":"bludgeoning"} bludgeoning damage.
Light
Crossbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Light Crossbow"} to hit (the target gains no benefit from less than total cover), range 320 ft., one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} piercing damage, or 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Spear", "rollDamageType":"piercing"} piercing damage if used with two hands in melee.
Light Crossbow. Ranged
Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction
Hunger of Hadar
Legacy
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Spells
Player’s Handbook (2014)
the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures
Monsters
Mordenkainen Presents: Monsters of the Multiverse
become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails.
Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area
Monsters
The Wild Beyond the Witchlight
feet. If the brigganock dies, its soul light fades away.
Tunneler. Using a pickaxe or similar tool, a brigganock can burrow through solid rock at a speed of 5 feet, leaving a 6-inch-diameter tunnel
Fey Ancestry. The brigganock has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Soul Light. The brigganock is accompanied by an insubstantial, invulnerable
Wand of Fear
Legacy
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Magic Items
Basic Rules (2014)
holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become
frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet
Monsters
Misplaced Monsters: Volume One
Fiery Wings. Rain’s wings are made of flame, and they shed bright light out to 15 feet and dim light for an additional 15 feet. At the start of each of Rain’s turns, each creature of Rain
points, the creature dies, and its body turns into glittery flowers.
Healing Rainbows. Rain releases a wave of rejuvenating multicolored light in a 30-foot cone. Each creature of Rain’s choice
Monsters
Baldur’s Gate: Descent into Avernus
Suave Defense. While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.Multiattack. Amrik makes three dagger attacks.
Dagger. Melee or Ranged Weapon
","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Smoke Bomb (1/Day). Amrik hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10
Dynamite (Stick)
Legacy
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Equipment
As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6
Monsters
Tales from the Yawning Portal
DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred
spend its turns trying to move as far away from Erky as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action






