Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'miss such with only advice from for light'.
Other Suggestions:
must such with only advice from for light
most such with only advise from for light
most such with only adrie from for light
must such with only advance from for light
most such with only admire from for light
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
Spells
Xanathar's Guide to Everything
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you
. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.
If you have
Skulker
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Feats
Player’s Handbook (2014)
from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Monsters
The Wild Beyond the Witchlight
target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Light Crossbow", "rollDamageType":"piercing"} piercing damage. Hit or Miss: Immediately after making this attack, the
":"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
Spells
Xanathar's Guide to Everything
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it
can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out
Monsters
Bigby Presents: Glory of the Giants
condition until the end of its next turn. Hit or Miss: The boomerang magically returns to the giant’s hand immediately after the attack.
Spellcasting. The giant casts one of the following spells
, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: detect magic, fog cloud, light
2/day: telekinesis
1/day: gaseous formGiven their inherent
Monsters
Bigby Presents: Glory of the Giants
. Hit: 35 (4d12 + 9);{"diceNotation":"4d12+9", "rollType":"damage", "rollAction":"Crystal Club", "rollDamageType":"bludgeoning"} bludgeoning damage. Hit or Miss: The scion can cause the club to flare with
bright light, and the target must succeed on a DC 22 Constitution saving throw or take 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Crystal Club", "rollDamageType":"radiant
Monsters
Bigby Presents: Glory of the Giants
damage plus 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Flying Staff", "rollDamageType":"thunder"} thunder damage. Hit or Miss: The staff magically returns to the giant’s
):
At will: detect magic, fog cloud, light, minor illusion
1/day each: dream (as an action), gaseous form, major image
Thunderous Clap (Requires Cloud Rune). The giant magically summons a thundercloud
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
adventure is obtainable. Don’t hide important secrets or discoveries in places where the characters aren’t likely to uncover them. Make sure they can’t miss an important secret or discovery simply by
failing an ability check, not talking to the right person, or not looking in the right place. See also “Perception” in this chapter for more advice on hidden secrets in adventures. Giving Information
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
everyone has a great time at that one session, it can be easier to get them to make a long-term commitment.
Scheduling conflicts are sometimes inescapable. The “Group Size” section in chapter 2 offers some advice on what to do when a player has to miss a session.
. Think about any accessibility needs you or they might have. Some players might have difficulty with low light, background music, strong odors, cramped spaces, or specific allergens. Accommodate what
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
which you are hiding. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position. Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an
Crown of Stars 7th-level evocation Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour Seven star-like motes of light appear and orbit your head until the spell ends. You can use a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Wall of Light 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a hand mirror) Duration: Concentration, up to 10 minutes A shimmering wall of bright light appears at a
60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
+5
Con 14 +2 +2
Ability Score Mod Save
Int 14 +2 +2
Wis 11 +0 +0
Cha 14 +2 +2
Skills Athletics +4, Deception +4
Gear Leather Armor, Light Crossbow
, Rapier
Senses Passive Perception 10
Languages Common
CR 1 (XP 200; PB +2)
Actions
Rapier. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.
Light Crossbow. Ranged Attack Roll
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can take a
Armor Class against the triggering attack, potentially causing the attack to miss you. You can’t use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can take a
Armor Class against the triggering attack, potentially causing the attack to miss you. You can’t use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only). This
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
goblinoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light
help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute. Fortune from the Many. If you miss with an attack roll or fail an ability
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can
Armor Class against the triggering attack, potentially causing the attack to miss you. You can’t use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Seeks to claim a trophy from a foe. 6 Takes advice from the crowd, omens, or a pet. Gladiator Medium or Small Humanoid, Neutral
AC 16 Initiative +5 (15)
HP 112 (15d8 + 45)
Speed 30 ft
melee attack roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss.
Alejandro Pacheco In an undersea arena, the crowd goes wild
as a gladiator triumphs over a giant squid
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, powerful allies to destroy them. 2 I miss the kinship of my identical twin, who disappeared years ago. 3 I must recover an artifact that was stolen from me. 4 I have foreseen the moment of my death and
to recover an ancient tome that contains the secret of creating perfect, obedient clones of myself. Beholder Flaws d6 Flaw 1 I usually ignore advice from my minions. 2 I enjoy taunting rivals with
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can
Armor Class against the triggering attack, potentially causing the attack to miss you. You can’t use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
shadar-kai owners, Mister Witch and Mister Light. Chapters 2, 3, and 4 describe the carved-up domain of Prismeer, which the hags of the Hourglass Coven have usurped and split into thirds. The
several appendices wherein you’ll find rules for new magic items, stat blocks for new creatures, and other goodies. At the end of the book is a Story Tracker you can use to keep track of story developments as they occur. Advice on how to use the Story Tracker appears later in this introduction.
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
The Role of Rules Why even have a column like Sage Advice when a DM can just make a ruling? Rules are a big part of what makes D&D a game, rather than simply improvised storytelling. The game’s rules
running. There are times, though, when the design intent of a rule isn’t clear or when one rule seems to contradict another. Dealing with those situations is where Sage Advice comes in. This column
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Kettlesteam earn a valuable ally in the carnival. She can offer advice, or even help the characters steal Mister Witch’s watch (see “Burly’s Plan” earlier in the chapter). If the characters miss the
carnival’s owners about Prismeer, but they keep giving her the cold shoulder. She’s sure they know more than they’re letting on. During her last visit, Kettlesteam overheard Witch and Light talking in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit (the target gains no benefit from less
than total cover), range 320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Hit or Miss: Immediately after making this attack, the harengon can use the Hide action.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
filled with humanoid dating advice. At any point at which the characters offer to cease hostilities, or if they are clever enough to negotiate with Raah from the outset, proceed as follows. Dating Advice
its emotions or how to listen to others. As a result, the deep crow doesn’t know what to say to a potential mate. It just tries to break stuff to impress them. Giving Raah Advice. A successful DC 12
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
their characters are sensing. Describe to the players everything their characters would experience.
Look into the Cave. By shining a light or peering into the cave entrance, the characters see a
. The tracks indicate that two people walked into the cave within the last hour on their tiptoes. Guiding Player Choices
The adventure here provides advice on how to handle characters doing two very
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
your players’ imaginations by describing a horror indirectly in stages. Chapter 5 features advice or making familiar monsters more frightful. Also consider the following elements when describing
terrors: Before It Arrives. Foreshadow the horror’s approach. How do the environment, nearby animals, the weather and nature, and the light and shadows react? Approaches. What sounds does it make as it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
over the heads of a crowd. It is a sight you shouldn’t miss. You should also visit the House of Wonder. This is surely the most splendid temple dedicated to the gods of magic — with Mystra foremost
Moon has the tallest tower of any temple in the city, rising some seventy-five feet above the street. At its top, priests of Selûne bask in the light of the moon in all seasons. The House of Inspired
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
exemplify the duality of light and dark, and your motivations are often as inscrutable as those of your fey master. This can be an advantage when rivals are trying to suss out your plans. But it can be
a warlock of the Celestial, you meld the powerful magic of your class with the heavenly attitude of the Upper Planes. Your light-infused, radiant-based power makes it easy to establish trust among
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Gloom Stalker Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with
throws (your choice). Stalker’s Flurry At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
priestess and are relied on to provide useful advice. No position of consort is assured for long, though; Lolth’s priestesses are notoriously fickle, and a consort must often contend with rivals. Some
, levitate (self only)
Reactions
Protective Shield (3/Day). When the drow or a creature within 10 feet of it is hit by an attack roll, the drow gives the target a +5 bonus to its AC until the start of the drow’s next turn, which can cause the triggering attack roll to miss.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Celestial
this trait, you can’t use it again until you finish a long rest. Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it. Languages. You can speak, read, and write Common
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t
to 60 years. Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
) Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in
Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in






