Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'more stone with only add fiend for light'.
Magic Items
Dungeon Master’s Guide
When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC
15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.
Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Spells
Player’s Handbook
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so
, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Feats
Player’s Handbook
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage.
Magic Items
Dungeon Master’s Guide
This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the
makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On
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
greater than that score.
This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.
Type of Giant
Strength
Rarity
Potion of Hill
Giant Strength
21
Uncommon
Potion of Frost Giant Strength
23
Rare
Potion of Stone Giant Strength
23
Rare
Potion of Fire Giant Strength
25
Rare
Potion of Cloud Giant Strength
27
Very Rare
Potion of Storm Giant Strength
29
Legendary
Equipment
Ability: Strength Utilize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses
Feats
Player’s Handbook
.
Dual Wielding. When you make the extra attack of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property and you aren’t already adding that modifier to the damage.
Loading property of the crossbow, hand;Hand Crossbow, crossbow, heavy;Heavy Crossbow, and crossbow, light;Light Crossbow (all called crossbows elsewhere in this feat). If you’re holding one of
Spells
Player’s Handbook
Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t
.
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
Magic Items
Dungeon Master’s Guide
light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision.
Whenever
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 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.
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.
Magic Items
Dungeon Master’s Guide
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
cast a spell counts as a spell slot of one level higher.
Halo. After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in
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
Feats
Player’s Handbook
.
Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a
different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.
Quick Draw
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
damage unless the creature is a Fiend or an Undead.
Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the
Magic Items
Dungeon Master’s Guide
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
Magic Items
Dungeon Master’s Guide
are picked off, the leaves turn brown and fall off after 24 hours.
78–82
Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a
creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way
Monsters
Astarion's Book of Hungers
other souls to Mephistopheles.
2
Stands under the light of a full moon and a half-moon simultaneously.
3
Renounces the contract while in the Abyss.
4
Is under the protection of
another fiend.
5
Has an identical twin or clone.
6
Tricks the devil into signing any other contract.
Unfortunately, finding these dandyish devils’ contractual loopholes is not nearly as much fun as I had hoped.
—Astarion on Harvester Devils
Fire, PoisonCold
Feats
Eberron: Forge of the Artificer
an ability check using Artisan’s Tools, you can roll 1d4 and add the number rolled to the ability check.
Spellsmith. You know the Mending cantrip. You also always have the Magic Weapon spell
, Spiritual Weapon
3
Conjure Barrage, Elemental Weapon
4
Fabricate, Stone Shape
5
Creation
Magic Items
Bigby Presents: Glory of the Giants
The hilt of this sword bears a carnelian engraved with the blood rune.
You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.
Invoking the Rune
. When you target a creature with an attack using this weapon, you can invoke the sword’s rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You
Monsters
Planescape: Adventures in the Multiverse
effects.
Planar Form. An incarnate on the Upper Planes is a Celestial. An Planar Incarnate (Fiend Form);incarnate on the Lower Planes is a Fiend.
Siege Monster. The incarnate deals double damage to
)", "rollDamageType":"radiant"} necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial.
Planar Exhalation (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Eberron: Rising from the Last War
Illumination. The soldier magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The soldier can extinguish or restore this light as a bonus action.
Turn Resistance
(2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Spear","rollDamageType":"radiant"} radiant damage if the target is a fiend or undead.Undying soldiers make up the army of Aerenal's City of
Holy Aura
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a
Detect Evil and Good
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a
place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Basilisk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the
save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction
", "rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful one.Warlocks of the Fiend gain their powers through magical pacts forged with archfiends of the Lower
Monsters
Storm King's Thunder
11, +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred
flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weaponMultiattack. The fanatic makes two melee attacks.
Stone Club. Melee
Monsters
The Wild Beyond the Witchlight
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
ball of light that contains its soul. The brigganock can’t turn off the light or control its brightness. The soul light sheds bright light in a 10-foot radius and dim light for an additional 10
Monsters
Bigby Presents: Glory of the Giants
(Requires Stone Rune). The giant’s stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. For each creature in that area, roll
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Stone Rune. The giant has a stone rune inscribed on a mineral object in its possession. While
Monsters
Waterdeep: Dragon Heist
save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light
crafts magical ones for his Zhent friends.
Skeemo can add “sellout” to his credentials, his services having been bought by House Gralhund and the Black Network operatives loyal to Manshoon. The rock gnome uses paper bird;paper birds to send messages both to his new friends and his old ones.
Monsters
Planescape: Adventures in the Multiverse
effects.
Planar Form. An Planar Incarnate (Celestial Form);incarnate on the Upper Planes is a Celestial. An incarnate on the Lower Planes is a Fiend.
Siege Monster. The incarnate deals double
)", "rollDamageType":"necrotic"} necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial.
Planar Exhalation (Recharge 5–6);{"diceNotation":"1d6", "rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Transmuter’s Stone. The transmuter carries a magic stone it crafted. The stone grants it one of the following benefits while bearing the stone; the transmuter chooses the benefit at the end of
following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: light, message, prestidigitation
2/day each: fireball, hold person, knock, mage armor, polymorph, slow
1
Monsters
The Wild Beyond the Witchlight
sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.Shock. Melee
", "rollDamageType":"lightning"} lightning damage.
Invisibility. The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends






