Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'self flames'.
Other Suggestions:
spell flames
self flukes
self flaws
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing
self-assurance in one genasi and as arrogance in another. Such self- confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.
Too much failure can
Monsters
Icewind Dale: Rime of the Frostmaiden
damage from swirling ice, and nonmagical, open flames in that area are extinguished.
Splinter (Costs 3 Actions). Auril uses Create Ice Mephit or causes one to ice mephit she can see within 60 feet of
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
monsters
":"", "rollDamageType":"Force"} Force damage if they end their turn inside an object.
Witchflame Curse. A creature subjected to a Witchflame Curse emits ghostly flames, shedding Dim Light in a 10-foot
form wreathed in sickly green flames, this incorporeal undead forms when a powerful hag or witch dies in agony or rage. The body at the center of the flames usually resembles the witch’s
Unicorn
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8
+ 2);{"diceNotation":"2d8+2","rollType":"heal","rollAction":"Heal Self"} hit points.A Unicorn’s Lair
A unicorn’s lair might be an ancient ruin overgrown with vines, a misty clearing
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Investiture of Flame 6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Flames race across your body, shedding bright light in a 30
-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits: You are immune to fire damage and have
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fire Shield Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
Wispy flames wreathe your
body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Investiture of Flame 6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Flames race across your body, shedding bright light in a 30
-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits: You are immune to fire damage and have
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fire Shield 4th-level evocation Casting Time: 1 action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes Thin and wispy flames wreathe your body for the duration
, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Investiture of Flame 6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Flames race across your body, shedding bright light in a 30
-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits: You are immune to fire damage and have
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fire Shield Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
Wispy flames wreathe your
body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Fire Shield 4th-level evocation Casting Time: 1 action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes Thin and wispy flames wreathe your body for the duration
, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Fire Shield 4th-level evocation Casting Time: 1 action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes Thin and wispy flames wreathe your body for the duration
, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Searing Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during the
spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Investiture of Flame 6th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Flames race across your body, shedding bright light in a 30
-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits: You are immune to fire damage and have
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fire Shield 4th-level evocation Casting Time: 1 action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes Thin and wispy flames wreathe your body for the duration
, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fire Shield Level 4 Evocation (Druid, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
Wispy flames wreathe your
body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Searing Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during the
spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A thin sheet of flames shoots forth from you. Each creature in a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A thin sheet of flames shoots forth from you. Each creature in a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A thin sheet of flames shoots forth from you. Each creature in a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A thin sheet of flames shoots forth from you. Each creature in a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Burning Hands Level 1 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A thin sheet of flames shoots forth from you. Each creature in a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A Line of strong
you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gust of Wind 2nd-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A line of strong wind 60 feet long and
candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A Line of strong
you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gust of Wind 2nd-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A line of strong wind 60 feet long and
candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A Line of strong
you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gust of Wind 2nd-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A line of strong wind 60 feet long and
candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Burning Hands 1st-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin
sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Ashardalon’s Stride Fire follows in the footsteps of a red dragon
who has cast Ashardalon’s stride 3rd-Level Transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration
: Concentration, up to 1 minute The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Warding Wind 2nd-level evocation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and
flames in its area that are torch-sized or smaller. The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind. It hedges out vapor, gas, and fog that can be dispersed by strong wind.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gust of Wind 2nd-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A line of strong wind 60 feet long and
candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A Line of strong
you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Gust of Wind Level 2 Evocation (Druid, Ranger, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A Line of strong
you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Warding Wind 2nd-level evocation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and
flames in its area that are torch-sized or smaller. It hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.