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Returning 35 results for 'back before dealing clear release'.
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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
ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained
Magic Items
Dungeon Master’s Guide
in the area that aren’t being worn or carried are also pushed clear of the tower.
The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its
Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Magic Items
Dungeon Master’s Guide
evil have added their own input to the book’s catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some
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
races
its body release pollen and a single silver seed forms upon its back. The seed must be planted within a week, or it will wither away, but from it a new hederan sapling will grow.
Once planted by their
Monsters
The Book of Many Things
Ruinous Acid. Any nonmagical weapon that hits the spider corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5
, the weapon is destroyed. Nonmagical ammunition made of metal that hits the spider is destroyed after dealing damage.
Spider Climb. The spider can climb difficult surfaces, including upside down on
Monsters
Curse of Strahd
","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape DC 14) provided the target is Large or smaller.
+2 Greatsword. Melee Weapon Attack
Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
Monsters
Acquisitions Incorporated
walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
has a maximum distance of 20 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
has a maximum distance of 25 feet, is a straight line, must end in an unoccupied space, does not provoke opportunity attack;opportunity attacks, and each foot you clear on the jump costs one foot of