Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'back blade dealing causing roll'.
Other Suggestions:
back blade dealing casting roll
back blade drawing casting roll
back blades dealing casting roll
back blast dealing casting roll
back blade drawing causing roll
Monsters
Monster Manual
Blade attacks and uses Constrict.
Pact Blade. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Pact Blade"}, reach 5 ft. Hit: 10 (1d10 + 5);{"diceNotation":"1d10
ends.Parry. Trigger: The marilith is hit by a melee attack roll while holding a weapon. Response: The marilith adds 5 to its AC against that attack, possibly causing it to miss.PoisonCold, Fire
Monsters
Monster Manual
attacks.
Dread Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Dread Blade"}, reach 5 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage
-foot Emanation originating from it have Advantage on attack rolls and saving throws. It can’t use this trait if it has the Incapacitated condition.Multiattack. The aspirant makes three Dread Blade
Monsters
Monster Manual
three Dread Blade attacks.
Dread Blade. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Dread Blade"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5
MagicParry. Trigger: The death knight is hit by a melee attack roll while holding a weapon. Response: The death knight adds 6 to its AC against that attack, possibly causing it to miss.Legendary Action
Monsters
Monster Manual
Multiattack. The cultist makes three attacks, using Pact Blade or Radiant Ray in any combination.
Pact Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Pact
", "rollType":"damage", "rollAction":"Pact Blade", "rollDamageType":"Radiant"} Radiant damage.
Radiant Ray. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Radiant Ray
Monsters
Monster Manual
or Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Clockwork Blade"}, reach 5 ft. or range 30 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1", "rollType":"damage
Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes two Clockwork Blade attacks.
Clockwork Blade. Melee
Monsters
Monster Manual
. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Shadow Blade"}, reach 5 ft. or range 60 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage
Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.Shadow Blade
Monsters
Monster Manual
least 1 Hit Point.Multiattack. The slaad makes two Chaos Blade attacks.
Chaos Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Chaos Blade"}, reach 10 ft. Hit: 11
":"roll", "rollAction":"Chaos Blade"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
Monsters
Monster Manual
Multiattack. The githyanki makes two Psi Blade attacks.
Psi Blade. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Psi Blade"}, reach 5 ft. Hit: 9 (2d6 + 2
);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Psi Blade", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Psi Blade
Monsters
Monster Manual
magical effects.Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.
Flame Whip. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Flame
has the Prone condition.
Lightning Blade. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Lightning Blade"}, reach 10 ft. Hit: 21 (3d8 + 8);{"diceNotation":"3d8+8
Monsters
Monster Manual
for 365 days.Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination.
Heated Blade. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
);{"diceNotation":"2d12", "rollType":"damage", "rollAction":"Heated Blade", "rollDamageType":"Fire"} Fire damage.
Hurl Flame. Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction
Monsters
Monster Manual
Pact Blade. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Pact Blade"}, reach 5 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction
":"Pact Blade", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Pact Blade", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting
Monsters
Monster Manual
Incapacitated condition.
Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.Dragon-Tooth Blade. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType
Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally doesn’t have the
Monsters
Monster Manual
", "rollDamageType":"Piercing"} Piercing damage.Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss.
Rapier. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Rapier"}, reach 5 ft. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1", "rollType":"damage", "rollAction":"Rapier
Monsters
Monster Manual
"} Piercing damage.Parry. Trigger: The warrior is hit by a melee attack roll while holding a weapon. Response: The warrior adds 2 to its AC against that attack, possibly causing it to miss.
Multiattack. The warrior makes two Greatsword or Heavy Crossbow attacks.
Greatsword. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Greatsword"}, reach 5 ft. Hit
Monsters
Monster Manual
Rend. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Rend
", "rollDamageType":"Piercing"} Piercing damage.
Bone Bow. Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Bone Bow"}, range 150/600 ft. Hit: 6 (1d10 + 1);{"diceNotation
Magic Items
Dungeon Master’s Guide
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
Magic Items
Dungeon Master’s Guide
Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage.
Lightning Bolt. When you throw this weapon at a target no farther
than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and
Monsters
Monster Manual
days.Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.
Storm Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Storm
", "rollType":"damage", "rollAction":"Storm Blade", "rollDamageType":"Lightning"} Lightning damage.
Storm Bolt. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Storm Bolt
Monsters
Monster Manual
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Bite
", "rollDamageType":"Piercing"} Piercing damage.Rampage (1/Day). Immediately after dealing damage to a creature that was already Bloodied, the hyena can move up to half its Speed, and it makes one Bite attack.
Monsters
Monster Manual
. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.
Multiattack. The bandit makes two attacks, using Scimitar and Pistol in any combination.
Scimitar. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Scimitar
Monsters
Monster Manual
Multiattack. The gnoll makes one Bite attack and two Bone Flail attacks.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 6 (1d6 + 3
", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the start of the gnoll’s next turn.
Bone Flail. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to
Monsters
Monster Manual
dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if
Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Pseudopod"}, reach 5 ft. Hit: 10 (2d8 + 1);{"diceNotation":"2d8+1", "rollType":"damage", "rollAction":"Pseudopod", "rollDamageType
Monsters
Monster Manual
Amorphous. The pudding can move through a space as narrow as 1 inch without expending extra movement to do so.
Corrosive Form. A creature that hits the pudding with a melee attack roll takes 4 (1d8
);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Corrosive Form", "rollDamageType":"Acid"} Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing
Monsters
Monster Manual
":"damage", "rollAction":"Heavy Crossbow", "rollDamageType":"Radiant"} Radiant damage.Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.
Multiattack. The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination.
Greatsword. Melee Attack Roll: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Spells
Player’s Handbook
number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level
:
Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.
Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within
Monsters
Monster Manual
Multiattack. The gnoll makes two attacks, using Bone Whip or Bone Javelin in any combination, and it uses Incite Rampage if available.
Bone Whip. Melee Attack Roll: +5;{"diceNotation":"1d20+5
Javelin. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bone Javelin"}, range 30/120 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction
Monsters
Monster Manual
":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.Parry. Trigger: The gladiator is hit by a melee attack roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss.
Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash.
Spear. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
Monsters
Monster Manual
until the end of the target’s next turn.Counterattack. Trigger: The warrior is hit by an attack roll. Response: The warrior adds 4 to its AC against that attack, possibly causing it to miss. On a
Multiattack. The warrior makes three attacks, using Greatsword or Longbow in any combination.
Greatsword. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction
Monsters
Monster Manual
by a melee attack roll while holding a weapon: Response: The hobgoblin adds 3 to its AC against that attack, possibly causing it to miss.
have the Incapacitated condition.Multiattack. The hobgoblin makes three attacks, using Javelin or Longsword in any combination.
Javelin. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6
Monsters
Monster Manual
Multiattack. The pirate makes three attacks, using Scimitar or Pistol in any combination.
Scimitar. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Scimitar
until the start of the pirate’s next turn. Poison. The target has the Poisoned condition until the start of the pirate’s next turn.
Pistol. Ranged Attack Roll: +10;{"diceNotation":"1d20
Monsters
Monster Manual
Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination.
Rapier. Melee Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Rapier"}, reach 5 ft
. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Rapier", "rollDamageType":"Piercing"} Piercing damage, and the pirate has Advantage on the next attack roll it makes
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
Monsters
Monster Manual
Smother. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Smother"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction
":"Smother", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until
Monsters
Monster Manual
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
’s next turn, the swallowed target takes 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Swallow", "rollDamageType":"Acid"} Acid damage. If that damage doesn’t kill it, the frog disgorges it, causing it to exit Prone.
Monsters
Monster Manual
the target, or the erinyes uses Entangling Rope again.Parry. Trigger: The erinyes is hit by a melee attack roll while holding a weapon. Response: The erinyes adds 4 to its AC against that attack, possibly causing it to miss.Fire, PoisonCold
use Entangling Rope.
Withering Sword. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Withering Sword"}, reach 5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4






