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Returning 35 results for 'shines all creature'.
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Spells
Player’s Handbook
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded
, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.
Spells
Player’s Handbook
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic
action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if
Spells
Player’s Handbook
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the
Cylinder, choose which of these lights shines on it:
Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
Searing Light. The target makes a Dexterity
Magic Items
Dungeon Master’s Guide
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
with a range of 30 feet.
Devour Soul. Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A
Monsters
Baldur’s Gate: Descent into Avernus
. At first, new redcaps look like tiny, bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and undersized
.
Ironbound Pursuit. The madcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4);{"diceNotation
Monsters
Planescape: Adventures in the Multiverse
turn.
Dazzling Lights (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Dazzling Lights"}. The swarm shines its lights in a dazzling display. Each creature within 15 feet of the
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny dragonfly. The swarm can’t regain hit points or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the
. Its head has a human-like face and glowing red eyes. The creature gives off a smoky odor.
Yeth hounds make a ghastly baying sound that causes most creatures to flee in terror. They chase those who
Monsters
Planescape: Adventures in the Multiverse
radiance shines from within their mouths, punctuating their deep, resonant voices.
A warden archon knows when a creature uses a portal the archon is tasked to guard, and it moves swiftly to interrogate
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 15
Monsters
Strixhaven: A Curriculum of Chaos
;s choice).
Showstopper (1/Day). The pledgemage shines with elemental magic, targeting one creature it can see within 60 feet of itself. The target must make a DC 13 Wisdom saving throw. On a failed
itself with elemental magic as it moves. Until the end of its turn, the pledgemage can move through the space of other creatures. The first time the pledgemage enters a creature’s space on a turn
Spells
Xanathar's Guide to Everything
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
When the
cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this
Sunbeam
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8
create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Blackrazor
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul
Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and
Moonbeam
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the
Monsters
Mordenkainen's Fiendish Folio Volume 1
, chaotic, and temperamental nature they all share. When its diabolical aspect shines through, a forlarren is a cunning, calculating, and brutal enemy. It might use its natural charm to worm its way
into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
object with AC 10, 10 hit points, vulnerability to bludgeoning and thunder damage, and immunity to poison and psychic damage. The glass is enchanted so that only one color of moonlight shines through
it: Solinari’s white light shines into the white tower’s lunarium (area U1). Lunitari’s red light shines into the red tower’s lunarium (area U2). Nuitari’s black light shines into the black tower’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ritual is disrupted if either of the following occurs: Red moonlight shines on the white crystal, white moonlight shines on the black crystal, and black moonlight shines on the red crystal. A lunar
, and barriers around the lunarium daises—instantly dissolve. Any creature standing on one of these surfaces falls to the courtyard 100 feet below. Orinix Arrives A portal to Lunitari opens where the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the
radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dawn 5th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a sunburst pendant worth at least 100 gp) Duration: Concentration, up to 1 minute The light of dawn shines down on
a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next
on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the
radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next
on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Moonbeam Level 2 Evocation (Druid) Casting Time: Action
Range: 120 feet
Components: V, S, M (a moonseed leaf)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down
to 60 feet. When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
across the desert at 1 mile per hour (10 feet per round). It reflects the sun and shines brightly, imposing disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight within 50
feet of them. As the sand moves, its melodious chimes are audible to 1 mile away. When a creature moves through the sand, the chiming becomes a discordant shriek. Map 4.15 depicts the Singing Sands at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it
moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it
moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Moonbeam Level 2 Evocation (Druid) Casting Time: Action
Range: 120 feet
Components: V, S, M (a moonseed leaf)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down
to 60 feet. When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
tattered oilcloth lies in one corner of this room. When uncovered, the orb shines light as if affected by the Continual Flame spell. 22d: Prisoner’s Remains Skeletal remains of an escaped prisoner lie in a
abandonment, the golem attacks any creature that enters the room. The top drawer of the desk in this room contains a yellow key card.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that shines into this room or inside it is reduced to dim light, and dim light is reduced to darkness. Darkvision functions normally here. A stone table rests against the wall opposite the door. A tablet
crystal tablet is a legendary magic item that requires attunement by a creature that has proficiency in the Arcana skill. Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. 4 You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus. 5 As a child, you
had an imaginary friend that looked like a flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary. 6 Your nightmares whisper
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the
creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the
saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
pools of silvery light. When warden archons speak, glimmering radiance shines from within their mouths, punctuating their deep, resonant voices. A warden archon knows when a creature uses a portal the
XP) Proficiency Bonus +3
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action. If a creature hits you with a melee attack while this light shines
shed by the soul of every living creature. So you have this soul, but you can’t see it or touch it. And when you die, this invisible thing leaves your body and goes to a place you can’t see. And






