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Returning 35 results for 'monk some with only around focus for light'.
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more some with only around focus for light
many some with only around focus for light
Classes
Player’s Handbook
manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and
1 features, which are listed in the Monk Features table.
Monk Features
Level
Proficiency Bonus
Class Features
Martial Arts
Focus Points
Unarmored Movement
1
+2
Martial
Equipment
A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.
Magic Items
Dungeon Master’s Guide
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
Equipment
A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.
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
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Spells
Player’s Handbook
A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all
the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
Spells
Player’s Handbook
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of
.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.
Daylight. Bright light fills the area
Classes
Player’s Handbook
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
Classes
Player’s Handbook
: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and
Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP
Classes
Player’s Handbook
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
Classes
Player’s Handbook
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
Monsters
Stranger Things: Welcome to the Hellfire Club
Baleful Presence. Sources of light in a 120-foot Emanation originating from the demodragon flicker wildly. Nonmagical sources of Bright Light in that area instead shed Dim Light.
Regeneration. The
a flower-like arrangement of glistening flesh and teeth around two crushing jaws.
Though the head of the dragon from which the demodragon spawned is long gone, its breath remains. Without warning
Magic Items
Forgotten Realms: Adventures in Faerûn
The Crown of Horns contains the essence and intelligence of Myrkul, one of the Dead Three. This ghastly crown is a pale silver circlet with four curved bones set around its rim. On the crown's brow
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
Monsters
Lost Laboratory of Kwalish
save DC 11, +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The elder monk has the following cleric spells prepared:
Cantrips (at will): light
Dark Devotion. The elder monk has advantage on saving throws against being charmed or frightened.
Spellcasting. The elder monk is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell
Magic Items
The Book of Many Things
using this staff, the target takes an extra 1d8 fire damage.
Solar Focus. You can use the staff as a spellcasting focus. While holding the staff, you can reroll a number of damage dice up to your
.
Sunny Glow. As a bonus action, you can cause the staff to glow with sunlight. While glowing, the staff sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use another bonus action to extinguish it.
Holy Aura
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius
melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
Spells
Xanathar's Guide to Everything
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
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.
Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this
darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves
Classes
Sword Coast Adventurer's Guide
Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of
every living creature.
Way of the Sun Soul Features
Monk Level
Feature
3rd
Radiant Sun Bolt
6th
Searing Arc Strike
11th
Searing Sunburst
17th
Sun Shield
Classes
Sword Coast Adventurer's Guide
Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of
every living creature.
Way of the Sun Soul Features
Monk Level
Feature
3rd
Radiant Sun Bolt
6th
Searing Arc Strike
11th
Searing Sunburst
17th
Sun Shield
Spells
Xanathar's Guide to Everything
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see
through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere
Classes
Fizban's Treasury of Dragons
The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The
fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks
Backgrounds
The Wild Beyond the Witchlight
party hard. The carnival has borne you to many fantastic worlds, circling back around to your home world once every eight years, but you know almost nothing about these worlds because you spend all
your time in the carnival. You know the other hands well, but the carnival’s owners—Mister Witch and Mister Light—remain mysterious to you even after all these years.
Maybe you
Monsters
Mordenkainen's Fiendish Folio Volume 1
Radiant Eyes. While its eyes are open, a blindheim projects bright light in a 60-foot cone and dim light for an additional 60 feet. It sets the orientation of this cone at the end of each of its
turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that
Magnifying Glass
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as
sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
Classes
Tasha’s Cauldron of Everything
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their Focus as a representation of their true form, an astral self. This astral self has the capacity to be
mighty.
FORMS OF YOUR ASTRAL SELF
The astral self is a translucent embodiment of the monk’s soul. As a result, an astral self can reflect aspects of a monk’s background, ideals, flaws, and
Darkmantle
Legacy
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Monsters
Basic Rules (2014)
movement.
Darkness Aura (1/Day). A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle
maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
Monsters
Strixhaven: A Curriculum of Chaos
lightning strikes and searing lashes of flame meet the professors’ foes head on.
Professors who embrace the Prismari philosophy of expression focus on magic becoming art in the moment. Whether to
professor is wreathed in flames and jumps up to 30 feet in any direction. When the professor lands, the flames erupt in a 10-foot radius around the professor and then vanish. Each creature of the professor
Monsters
Strixhaven: A Curriculum of Chaos
merely intellectual concepts, but that they exist physically in all things. Professors of substance teach their students to wield magic practically, creating tangible change in the world around them
.
Quandrix Scholars
The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Magic Resistance. The fractine has advantage on saving throws against spells and other magical effects.
Scrying Focus. A spellcaster can use the fractine as a substitute focus when casting the
, but enough to make the caster take notice.
A fractine needs light and magical energy to survive. It can draw sustenance from a nearby light source, spellcaster, magic item, or magical effect without
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
Strixhaven: A Curriculum of Chaos
", "rollAction":"Weight of History"}. The professor magically compresses time around up to six creatures of its choice that it can see within 30 feet of itself. Each target must succeed on a DC 15 Wisdom
effect on itself on a success.Professors of chaos wield magic inspired by the ebb and flow of chance. They study the course history has taken, looking for breaking points in the flow of events, and focus
Aberrant Mind
Legacy
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Classes
Tasha’s Cauldron of Everything
tentacle is now growing on you, but no one else can see it.
2
A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical






