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Returning 35 results for 'been become detect cover rolls'.
Other Suggestions:
been become deceit core rules
been become direct cover rules
Feats
Player’s Handbook
maximum of 20.
Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.
Casting in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your
attack rolls with spells.
Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell’s range by 60 feet.
Magic Items
Dungeon Master’s Guide
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore Half Cover when making a spell attack roll.
Feats
Player’s Handbook
attacks with weapons ignore Half Cover and Three-Quarters Cover.
Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.
Long Shots. Attacking at long range doesn’t impose Disadvantage on your attack rolls with Ranged weapons.
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Bypass Cover. Your ranged
Monsters
Monster Manual
Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing
devourer has Total Cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores; its understanding of Deep Speech; its
Magic Items
Dungeon Master’s Guide
This rod has the following properties.
Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the
following spells from it:
Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield’s normal bonus to AC.
Whenever an attacker makes a ranged
attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
Magic Items
Dungeon Master’s Guide
, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.
While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.
Monsters
Monster Manual
Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa
’s permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.
Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to
Monsters
Monster Manual
Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage
":"Psychic"} Psychic damage, and the target is cursed with a riddle. The cursed target has Disadvantage on ability checks and attack rolls. In addition, if it takes the Magic action, it must succeed on a DC
Monsters
Monster Manual
of Light", "rollDamageType":"Radiant"} Radiant damage, and the target has Disadvantage on attack rolls until the end of the cyclops’s next turn.
Spellcasting. The cyclops casts one of the
following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 16):
2/Day Each: Arcane Eye, Detect Magic, Locate Object 1/Day: Legend LorePortent (Recharge
Magic Items
Dungeon Master’s Guide
This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls
discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff
Spells
Player’s Handbook
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
Choose
one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
The target has Disadvantage on attack rolls against you.
In combat, the target must succeed on a
Spells
Player’s Handbook
spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing
your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Magic Items
Dungeon Master’s Guide
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Arcane Lock
0
Conjure Elemental
7
Detect Magic
0
Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
Monsters
Monster Manual
during this move. Failure: The target is engulfed. While engulfed, a target has Total Cover against attacks and other effects outside the blob, and when the blob moves, the engulfed target moves with it
":"Restraining Glob", "rollDamageType":"Acid"} Acid damage. The glob rolls the target 60 feet straight toward the blob, and the target has the Restrained condition until the end of its next turn, when the
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
you.
Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall
Monsters
Monster Manual
ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
turn, the target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Giggling Magic"} whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test
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
.
Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can cast Detect Evil and Good or Locate
Monsters
Monster Manual
ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no
rolls 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Giggling Magic"} whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or
Monsters
Monster Manual
":"1d20+13", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary
", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Monsters
Monster Manual
;{"diceNotation":"1d20+16", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no
and subtracts 5 (1d10);{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Weakening Breath"} from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
Disadvantage on attack rolls and ability checks.
Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30
Magic Items
Dungeon Master’s Guide
, 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
. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.
When you attack a creature with the axe and roll a 20 on the d20 for the attack
Monsters
Monster Manual
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability
Magic Items
Dungeon Master’s Guide
benefits granted by the book.
Celestial Calm. While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent
addition, Fiends and Undead within the halo’s Bright Light make attack rolls against you with Disadvantage.
Random Properties. The Book of Exalted Deeds has the following random properties:
2
Magic Items
Dungeon Master’s Guide
your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control.
Eye of Vecna Spells
Spell
Charge Cost
on Initiative rolls.
Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic
Monsters
Eberron: Forge of the Artificer
":"3d6", "rollType":"damage", "rollAction":"Inquisitive Eye", "rollDamageType":"Psychic"} Psychic damage, and the target is marked. The inquisitive has Advantage on attack rolls against a target it
has marked. While marked, the target can’t become hidden from the inquisitive, and if it has the Invisible condition, it gains no benefit from that condition against the inquisitive. The mark
Monsters
Forgotten Realms: Adventures in Faerûn
that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing spores
:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by nonmagical means.
Restless Sleep. When a creature
Monsters
Forgotten Realms: Adventures in Faerûn
fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing
:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by nonmagical means.
Restless Sleep. When a
Monsters
Eberron: Forge of the Artificer
infiltrator casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15):
3/Day: Detect Thoughts
1/Day: Synaptic
. While cursed in this way, it has Disadvantage on attack rolls against the infiltrator, and the infiltrator always knows its location while it and the infiltrator are on the same plane of existence. A
Monsters
Forgotten Realms: Adventures in Faerûn
hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to
presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark. They are stealthy hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly
;s lair is changed by its presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can
Monsters
Astarion's Book of Hungers
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack (Vampire Form Only). The vampire makes two Hellfire Claw attacks and uses Bite.
Hellfire Claw (Vampire
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Blight, Detect Magic, Dispel Magic, Mage Hand, Prestidigitation, Ray of Sickness (level 6 version)
2/Day Each: Dimension Door
rule Faerûn. His Cult of the Dragon devotes itself to helping evil dragons become dracoliches to bring this evil new age to fruition.
Sammaster was killed in battle, but had prepared contingencies






