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Spells
Player’s Handbook
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break
Charisma saving throw or be sent back to its home plane if it isn’t there already. If they aren’t on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.
Monsters
Monster Manual
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
and rolls a 1 has the Prone condition.
If the beholder dies or moves its lair elsewhere, these effects end immediately.Antimagic Cone. The beholder’s central eye emits an antimagic wave in a
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
Magic Items
Dungeon Master’s Guide
. The weapon uses your attack roll and adds your ability modifier to damage rolls.
While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of
you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.
After the hovering weapon attacks for the fourth time, it flies back to you and
Magic Items
Dungeon Master’s Guide
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
.
Moonblade Properties
1d100
Property
01-60
Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.
61
Magic Items
Forgotten Realms: Adventures in Faerûn
While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms
magic-items
This Arrow is fletched with phoenix feathers and is magically bound to a small Quiver or Crossbow Bolt Case, respectively. You have a +1 bonus to attack rolls and damage rolls made with this piece of
pile of ash and reappears in its container.
You can use a command word as a Bonus Action before firing the ammunition to magically set it ablaze. If you fire it on that same turn, the ammunition deals
magic-items
This gruesome, magical otyugh pelt still holds some of its natural abilities. A single tendril bearing three eyes hangs from the back of the cloak’s hood. While wearing the cloak, you can take
control the tendril enough to perform a simple task within 5 feet of you, such as to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the
magic-items
This Arrow or Bolt is fletched with phoenix feathers and is magically bound to a small Quiver or Crossbow Bolt Case, respectively. You have a +1 bonus to attack rolls and damage rolls made with this
small pile of ash and reappears in its container.
You can use a command word as a Bonus Action before firing the ammunition to magically set it ablaze. If you fire it on that same turn, the ammunition
magic-items
This Bolt is fletched with phoenix feathers and is magically bound to a small Quiver or Crossbow Bolt Case, respectively. You have a +1 bonus to attack rolls and damage rolls made with this piece of
of ash and reappears in its container.
You can use a command word as a Bonus Action before firing the ammunition to magically set it ablaze. If you fire it on that same turn, the ammunition deals an
Dispel Evil and Good
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
disadvantage on attack rolls against you.
You can end the spell early by using either of the following special functions.
Break Enchantment. As your action, you touch a creature you can reach that is
action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must
Magic Items
Princes of the Apocalypse
. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols
of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums
Resurrection
Legacy
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Spells
Basic Rules (2014)
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this
Spells
Elemental Evil Player's Companion
and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as
varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.
Gazer Familiar
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Monsters
Volo's Guide to Monsters
of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
2. Fear Ray. The targeted creature must succeed on a DC 12
can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
Gazer
Legacy
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Monsters
Volo's Guide to Monsters
gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving
feet directly away from the gazer.
If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
magic-items
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
. Young dragons’ bones aren’t as powerful as older ones and create Uncommon weapons. Adult dragons can produce Rare (+1) weapons, and ancient dragons can create Very Rare (+2) weapons, each granting a bonus to attack rolls and damage rolls determined by the weapon’s rarity.
magic-items
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
. Young dragons’ bones aren’t as powerful as older ones and create Uncommon weapons. Adult dragons can produce Rare (+1) weapons, and ancient dragons can create Very Rare (+2) weapons, each granting a bonus to attack rolls and damage rolls determined by the weapon’s rarity.
magic-items
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
. Young dragons’ bones aren’t as powerful as older ones and create Uncommon weapons. Adult dragons can produce Rare (+1) weapons, and ancient dragons can create Very Rare (+2) weapons, each granting a bonus to attack rolls and damage rolls determined by the weapon’s rarity.
magic-items
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
. Young dragons’ bones aren’t as powerful as older ones and create Uncommon weapons. Adult dragons can produce Rare (+1) weapons, and ancient dragons can create Very Rare (+2) weapons, each granting a bonus to attack rolls and damage rolls determined by the weapon’s rarity.
magic-items
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
. Young dragons’ bones aren’t as powerful as older ones and create Uncommon weapons. Adult dragons can produce Rare (+1) weapons, and ancient dragons can create Very Rare (+2) weapons, each granting a bonus to attack rolls and damage rolls determined by the weapon’s rarity.
magic-items
use the spectral arms to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. Each arm can carry up to 10 pounds
charge to magically empower the arms and immediately make two Unarmed Strike;Unarmed Strikes with them. The arms use a Strength modifier of +3 and use your Proficiency Bonus for their attack rolls
magic-items
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
. Young dragons’ bones aren’t as powerful as older ones and create Uncommon weapons. Adult dragons can produce Rare (+1) weapons, and ancient dragons can create Very Rare (+2) weapons, each granting a bonus to attack rolls and damage rolls determined by the weapon’s rarity.
magic-items
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
. Young dragons’ bones aren’t as powerful as older ones and create Uncommon weapons. Adult dragons can produce Rare (+1) weapons, and ancient dragons can create Very Rare (+2) weapons, each granting a bonus to attack rolls and damage rolls determined by the weapon’s rarity.
magic-items
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
. Young dragons’ bones aren’t as powerful as older ones and create Uncommon weapons. Adult dragons can produce Rare (+1) weapons, and ancient dragons can create Very Rare (+2) weapons, each granting a bonus to attack rolls and damage rolls determined by the weapon’s rarity.
Spells
Tasha’s Cauldron of Everything
appear on your back, giving you a flying speed of 40 feet.
You have a +2 bonus to AC.
All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability
modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have
Mimic
Legacy
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Monsters
Basic Rules (2014)
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't
.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.Pseudopod. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Pseudopod"} to hit
magic-items
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
. Young dragons’ bones aren’t as powerful as older ones and create Uncommon weapons. Adult dragons can produce Rare (+1) weapons, and ancient dragons can create Very Rare (+2) weapons, each granting a bonus to attack rolls and damage rolls determined by the weapon’s rarity.
magic-items
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
. Young dragons’ bones aren’t as powerful as older ones and create Uncommon weapons. Adult dragons can produce Rare (+1) weapons, and ancient dragons can create Very Rare (+2) weapons, each granting a bonus to attack rolls and damage rolls determined by the weapon’s rarity.
magic-items
damage of a type corresponding to the original dragon’s breath weapon.
Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age
. Young dragons’ bones aren’t as powerful as older ones and create Uncommon weapons. Adult dragons can produce Rare (+1) weapons, and ancient dragons can create Very Rare (+2) weapons, each granting a bonus to attack rolls and damage rolls determined by the weapon’s rarity.