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Returning 35 results for 'became both device could range'.
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become both divine could ranger
Monsters
Forgotten Realms: Adventures in Faerûn
":"1d20+13", "rollType":"to hit", "rollAction":"Corrosive Burst"}, reach 5 ft. or range 120 ft. Hit: 38 (5d12 + 6) Acid;{"diceNotation":"5d12+6", "rollType":"damage", "rollAction":"Corrosive Burst (Acid
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
Monsters
Candlekeep Mysteries
"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Genasi have
device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird’s head.Elemental Cannon. On initiative count 20
Monsters
Icewind Dale: Rime of the Frostmaiden
ceremorph kills the target by extracting and devouring its brain.
Laser Pistol. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Laser Pistol"} to hit, range 40/120 ft
ceremorph often carries a home-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.
Aberrant Ally. You can conjure an aberrant creature from the
use this feature of the far gear, it cannot be used again until the next dawn.
Unnatural Bane. You can cast the bane spell (save DC 15), which affects any number of creatures within range for 1
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Scythe", "rollDamageType":"necrotic"} necrotic damage.
Soul Bolt. Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell", "rollAction":"Soul Bolt"} to hit, range 120 ft., one
their wager, the Shadowfell became their home, and they have grudgingly served the Raven Queen ever since.
Over time, the Shadowfell transformed these giants; their bodies shriveled, and their
Monsters
The Wild Beyond the Witchlight
attacks
Puppeteer's Lash. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Puppeteer's Lash"} to hit, reach 5 ft. or range 60 ft., one creature. Hit: 17
deal.
Endelyn’s obsession with tragedy and hopelessness extends to her own life; she has foreseen her own demise during a solar eclipse. In the depths of her castle, a lightning-powered device
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet
Monsters
Waterdeep: Dragon Heist
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Skeemo became the Master of Magic
Monsters
Van Richten’s Guide to Ravenloft
Multiattack. The inquisitor attacks twice.
Force Bolt. Ranged Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Force Bolt"} to hit, range 120 ft., one target. Hit: 22 (4d8
;s souls.
In the days before Count Strahd von Zarovich became the first vampire, Strahd thundered across the lands with Ulmed. Their mission was clear: to destroy the infernal powers that had
Monsters
Keys from the Golden Vault
one use of Spellcasting.
Ashen Burst. Melee or Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Ashen Burst"} to hit, reach 5 ft. or range 60 ft., one target. Hit
vitality and charm, and to funnel these qualities into herself. However, the magic only enhanced her greed and jealousy; the more she took from Jhaeros, the hungrier for power Charmayne became, going so
Species
Van Richten’s Guide to Ravenloft
those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.
Reborn Origins
d8
Origins
1
You were magically
perfectly preserved remains.
Lamordia. You awoke amid the bizarre experiments of an amoral scientist. They consider you their finest creation or have a task for you to fulfill.
Mordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell and your past a mystery.
magic-items
Dungeon Master’s Guide
Hammer. With these tools, he forged the Axe of the Dwarvish Lords.
Armed with the Artifact, the prince brought peace to the dwarf clans, ending grudges and answering slights. The clans became allies
, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office
Monsters
Vecna: Eve of Ruin
. Melee or Ranged Spell Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Caustic Blast"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 21 (6d4 + 6);{"diceNotation":"6d4
against her enemies. On the Material Plane, she became known as Iggwilv the Witch Queen and wrote the Demonomicon of Iggwilv, the greatest of all treatises on the Abyss and its demonic inhabitants. In
Axe of the Dwarvish Lords
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered
as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.
Later, in a dark era
Monsters
Out of the Abyss
hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing
damage.Formerly an adventurer from the surface world, Shedrak and his companions delved too deeply into the Wormwrithings. His companions became Karazikar's playthings for a time, but Shedrak alone
Monsters
Curse of Strahd
":"1d20+5","rollType":"to hit","rollAction":"Hurl Flame"} to hit, range 60 ft., one target. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Hurl Flame","rollDamageType":"fire"} fire
parents succumbed to their grief, leaving him an orphan. He became a sociopath. Other children ruthlessly mocked him because of his dead family and his missing arm, but he was a large boy and had no
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will.
Turn-by
wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
Get Away From It All. As an action, you can
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)
magic-items
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
becomes a normal, nonmagical weapon of the same type it became when it was Awakened. (Everybody Conveniently Dies in a Cemetery)