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Returning 35 results for 'more steed with only activates from for light'.
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Classes
Player’s Handbook
: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light, Medium, and Heavy armor and Shields
Starting
Character
Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
Gain the Paladin’s
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
, mage armor, major image, phantasmal force, phantom steed (as an action)Illusionists twist light, sound, and even thought to create illusory effects. Some illusionists are delightful entertainers
Monsters
Eberron: Rising from the Last War
bite attack when it activates this trait and also as a bonus action on each of its turns while in its bestial form.Shortsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
noses, pointed ears, and light fur over much of their bodies. When a shifter fully embraces the beast within by “shifting,” these features become even more pronounced.
Symbol
Legacy
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Spells
Basic Rules (2014)
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
brimstone as quickly as it appeared. Dread Steed. Also called a “demon horse” or “hell horse,” the nightmare serves as a steed for creatures of exceptional evil, carrying demons, devils, death knights
(700 XP)
Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.
Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Nightmare Dread Steed of the Lower Planes Habitat: Planar (Lower Planes); Treasure: None Alejandro Pacheco Nightmares resemble horses with flaming manes, burning hooves, and smoldering eyes. They
coveted by evildoers. Roll on or choose a result from the Nightmare Riders table to inspire what might employ a nightmare steed. Nightmare Riders 1d6 The Nightmare Carries... 1 The champion or
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Nightmare Also called a “demon horse” or “hell horse,” the nightmare serves as a steed for creatures of exceptional evil. Nightmare
Large fiend, neutral evil
Armor Class 13 (natural armor)
Hit
riding it.
Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
when they’re inactive (including to detect magic spells), but they can be detected by the true seeing or warp sense spell (see chapter 1 of this book for a description of the latter). When a portal activates, it typically becomes outlined in light with its destination visible beyond.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur
action, the shifter takes on a more bestial form for 1 minute or until it dies. The shifter gains 5 temporary hit points. It can make a bite attack when it activates this trait and also as a bonus action
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Illusionist Illusionists are specialist wizards who twist light, sound, shadow, and even minds to create false and quasi-real effects. They can be flamboyant and use their powers in spectacular and
armor, magic missile
2nd level (3 slots): invisibility,* mirror image,* phantasmal force*
3rd level (3 slots): major image,* phantom steed*
4th level (1 slot): phantasmal killer*
*Illusion spell
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
defenders. As a bonus action, Y’demi or the spectator can make the kites attack intruders. Damaging an inert kite also activates it, as does attacking the line of entrails that attaches the kite to
its watchtower. When a kite activates, its entrails detach from the watchtower and slither up into the creature’s body. The kite then attacks until destroyed or called off by Y’demi. Each kites uses the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wizard Spells Cantrips (0 Level)
Acid Splash
Chill Touch
Dancing Lights
Fire Bolt
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
vision from a beam of divine light. As his wife pleads with him, he dons his armor and mounts his steed, then heads off. Distraction. The knight’s encounters the attendants of the elf woman from the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, parallel hallways separated by brick walls that don’t quite reach the ceiling. The ceiling emits a scorching, fiery light.
At the far end of the rightmost hall, a large golden key is mounted on a
time spent under the ceiling’s heat. Each hallway is 15 feet wide and 100 feet long. The ceiling is 50 feet high, and the brick walls are 40 feet tall. Sun Damage The blazing light that fills this
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
magic spell. Touching a sconce with an open flame causes a spectral fire to appear above the sconce. This flame sheds light and heat like a normal torch, and it burns until smothered. If a sconce is
steel greataxe, and only by touching it to the ise (frost) rune. As soon as the archway activates, the weapon vanishes and reappears in the hands of the statue it came from, unless that statue has
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
air, shedding a gentle starry light. Misfire. If a character failed to notice the faulty device in the “Firebreak” event earlier in the chapter, or noticed it but did nothing about it, the device
minutes most attendees calm down. Dance among the Stars. As the dean finishes her speech, the magic placed on the Kollema Hall demonstration stage activates. Anyone who enters a space on or above the
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
half its hit points When a creature casts a spell of 1st level or higher When a creature activates a magic item When a creature makes an exceptionally loud noise or otherwise attracts attention When the
region, sharing that character’s space for 1 hour. The fireflies generate bright light out to a range of 10 feet and dim light for an additional 10 feet. While surrounded by the fireflies, the character
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from
like a combat encounter. When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from
more like a combat encounter. When a complex trap activates, it rolls initiative. The trap’s description includes an initiative bonus. On its turn, the trap activates again, often taking an action
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pale violet light brightens before you, revealing an opening in the vaulted ceiling and a spiral stone staircase with no railing, climbing up into darkness.
Around the stairs, the light reveals a
of the entrance.
The ball of violet light floats to a stop beneath the center of the open shaft, beyond the foot of the stairs. It then hovers there as if waiting for you.
The orb of magical
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
produces a 15-foot cone of bright light for up to 1 hour every 24 hours 17–18 Colorful toy ray gun with lights and sounds 19–20 Bottle of fizzy, sweet-tasting liquid 21–22 Map of an unexplored star
for removing bolts and screws 61–62 Cautionary pamphlet about the dangers of space 63–64 Miniature flying saucer 65–66 Tiny, animatronic bunny that hops after the creature that activates it 67–68
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
leave every night. Though you can’t look right at me, I’m a welcome sight. Click to see the answer! Sun
A glowing eye that blinks all month, a wandering light to guide the wolf’s hunt. Click to see
champion of my liege, I’ll fight loyally for my kingdom on foot or on steed. Click to see the answer! Knight
My opposite is discord, and fairness is my friend; when you walk the tightrope, you pray you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of Fortune, hidden in the foothills of the Greypeak Mountains near the desert of Anauroch. Though dusk is upon you, even in the fading light, you can see that the town was never very big to begin with
disable it causes an audible click and the sound of whirring gears. The rectangular object ahead reveals itself to be a large metal sign that is suddenly outlined in bright pink light, and which bears
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
seeing into areas 38B and 38C, it won’t pull the lever. Iron Lever. The lever protrudes from a vertical slot cut into the northwest wall. It rests in the up position. Pulling the lever down activates
three-foot-wide, four-foot-long rectangular hole with bright light spilling out of it.
Any character standing next to the hole can peer down into a cylindrical room (area 38C), the curved floor of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Blade Ward Abjuration C Chill Touch Necromancy — Dancing Lights Illusion C Elementalism Transmutation — Fire Bolt Evocation — Friends Enchantment C Light Evocation — Mage Hand Conjuration — Mending
Steed Illusion R Protection from Energy Abjuration C Remove Curse Abjuration — Sending Divination — Sleet Storm Conjuration C Slow Transmutation C Speak with Dead Necromancy — Stinking Cloud Conjuration C
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Steed. The steed looks like a giant, fuzzy caterpillar. Revivify. A creature restored to life by this spell wakes up wondering if their entire life was all just a dream. Weather Strolling across a
fall, and the flakes grow bigger over time. Flakes as big as dinner plates, wagon wheels, and even a waterwheel fall, but they’re light as a feather. 6 The sky fills with iridescent bubbles that lazily
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
— Chill Touch Necromancy — Dancing Lights Illusion C Fire Bolt Evocation — Light Evocation — Mage Hand Conjuration — Mending Transmutation — Message Transmutation — Minor Illusion Illusion — Poison Spray
Steed Illusion R Protection from Energy Abjuration C Remove Curse Abjuration — Sending Divination — Sleet Storm Conjuration C Slow Transmutation C Speak with Dead Necromancy — Stinking Cloud
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
perks up considerably if the characters mention Hamukai’s name. Its stone face grinds and changes into a pleased expression as its eyes light up. It then bonds with and follows the party member who
mentioned the name and obeys that person’s commands. Attempting to pry out the sapphire in its chest activates the golem, and it does not take kindly to thieves. If provoked further, it fights to the death
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the floor and walls. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue. The trap activates when more than 20
with cloth or wax prevents the darts contained within from launching. The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. If the Kas in this unreality is destroyed, the fountain activates, causing another imagined Kas to emerge from the burbling liquid mere moments later. Kas is then supernaturally teleported into area
eye is closed as he murmurs silent incantations. In his outstretched hand, Vecna holds a volatile, light-consuming orb of magical energy that resembles a black hole. The reflection in the fountain is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
least 1 pound or a firm stamp of the foot, activates the levitation effect, which lasts for 1 minute. When the floor is active, the stones hover less than an inch off the floor, and they move with a
light touch. Thus, minor earth tremors can cause the stones to move. Intruders, even beasts, can move stones about accidentally. The Believers have never figured out the magic, and none have seen the






