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Returning 35 results for '1: This'.
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Monsters
Guildmasters’ Guide to Ravnica
creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1
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Major Adaptation
1
Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4);{"diceNotation":"1d4","rollType":"damage
Monsters
Monster Manual
Magic Resistance. The yuan-ti has Advantage on saving throws against spells and other magical effects.Multiattack. The yuan‑ti makes two attacks, using Bite or Poison Ray in any combination, and it
Magic Items
D&D Free Rules (2024)
You have a +1 bonus to AC while wearing this armor.
Magic Items
Tomb of Annihilation
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Yuan-ti Malison (Type 1)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
spells and other magical effects.
Malison Type. The yuan-ti malison (type 1) has a Human body with snake head.Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged attacks or two melee attacks
feats
Player’s Handbook (2024)
Origin Feat
You gain proficiency in any combination of three skills or tools of your choice.
Repeatable. You can take this feat more than once
Magic Items
D&D Free Rules (2024)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Magic Items
Dungeon Master’s Guide (2024)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Magic Items
D&D Free Rules (2024)
While holding this Shield, you have a bonus to Armor Class determined by the Shield’s rarity, in addition to the Shield’s normal bonus to AC
Rations (1 day)
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts
Magic Items
Acquisitions Incorporated
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
You have a +1 bonus to AC while wearing this armor.
magic-items
D&D Free Rules (2024)
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Feats
D&D Free Rules (2024)
General Feat (Prerequisite: Level 4+)
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.
Repeatable. You can take this feat more than once.
Ink (1 ounce bottle)
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
Ink is typically used with an ink pen to write
Chalk (1 piece)
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
A piece of chalk used for writing and marking on various surfaces
magic-items
natural magic found in the elements of nature.
While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the
lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Battleaxe, +1 requires a Rare
magic-items
natural magic found in the elements of nature.
While holding this magic blowgun, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the
lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Blowgun, +1 requires a Rare Workshop
magic-items
natural magic found in the elements of nature.
While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Dart, +1 requires a Rare Workshop and the
magic-items
natural magic found in the elements of nature.
While holding this magic lance, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Lance, +1 requires a Rare Workshop and the
magic-items
the natural magic found in the elements of nature.
While holding this magic morningstar, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and
, the spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Morningstar, +1 requires
magic-items
the natural magic found in the elements of nature.
While holding this magic shortsword, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and
spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Shortsword, +1 requires a
magic-items
natural magic found in the elements of nature.
While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Sickle, +1 requires a Rare Workshop and
magic-items
natural magic found in the elements of nature.
While holding this magic spear, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Spear, +1 requires a Rare Workshop and the
magic-items
natural magic found in the elements of nature.
While holding this magic trident, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the
lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Trident. +1 requires a Rare Workshop
magic-items
natural magic found in the elements of nature.
While holding this magic warhammer, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the
spell lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Warhammer, +1 requires a Rare
magic-items
natural magic found in the elements of nature.
While holding this magic musket, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Musket, +1 requires a Rare Workshop and
magic-items
natural magic found in the elements of nature.
While holding this magic rapier, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Rapier, +1 requires a Rare Workshop and
magic-items
natural magic found in the elements of nature.
While holding this magic scimitar, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the
lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Scimitar, +1 requires a Rare
magic-items
natural magic found in the elements of nature.
While holding this magic club, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
or until the target dies or you cast Hunter's Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Club, +1 requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Sap
[Hair] Hair from a Fey
[Hair] Leaves
[Hide] Bark
magic-items
natural magic found in the elements of nature.
While holding this magic greatclub, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the
for one minute or until the target dies or you cast Hunter's Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Greatclub, +1 requires a Rare Workshop and
magic-items
natural magic found in the elements of nature.
While holding this magic halberd, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the
lasts for one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Halberd, +1 requires a Rare Workshop
magic-items
natural magic found in the elements of nature.
While holding this magic maul, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Maul, +1 requires a Rare Workshop and the
magic-items
natural magic found in the elements of nature.
While holding this magic whip, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
one minute or until the target dies or you cast Hunter’s Mark again using either the weapon or otherwise.
Crafting. Creating a Monster Hunter’s Whip, +1 requires a Rare Workshop and the
magic-items
natural magic found in the elements of nature.
While holding this magic mace, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving
Magic Items
Acquisitions Incorporated
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
You have a +1 bonus to attack and damage rolls made with this magic weapon.