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Returning 35 results for 'before being divine can rapier'.
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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
Monsters
Monster Manual
Multiattack. The spy makes three attacks, using Rapier or Hand Crossbow in any combination.
Rapier. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Rapier"}, reach
5 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage", "rollAction":"Rapier", "rollDamageType":"Piercing"} Piercing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage
Monsters
Monster Manual
Amphibious. The bullywug can breathe air and water.
Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.Insectile Rapier. Melee
", "rollDamageType":"Piercing"} Piercing damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Insectile Rapier", "rollDamageType":"Poison"} Poison damage.Leap. The bullywug can jump up to 30 feet by spending 10 feet of movement.
Equipment
An Amulet is a Holy Symbol that is bejeweled or painted to channel divine magic. A Cleric or Paladin can use this item as a Spellcasting Focus. Amulets must be worn or held.
Monsters
Monster Manual
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
Monsters
Monster Manual
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Legendary Resistance (4/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
Equipment
A Reliquary is a Holy Symbol that is bejeweled or painted to channel divine magic. A Cleric or Paladin can use this item as a Spellcasting Focus. Reliquaries must be held.
Equipment
An Emblem is a Holy Symbol that is bejeweled or painted to channel divine magic. A Cleric or Paladin can use this item as a Spellcasting Focus. Emblems must be borne on fabric or a Shield.
Monsters
Monster Manual
Immutable Form. The colossus can’t shape-shift.
Legendary Resistance (4/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The colossus has
":"Radiant"} Radiant damage. If the target is a Large or smaller creature, it has the Prone condition.
Divine Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Divine Beam
Spells
Player’s Handbook
You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each
question.
Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In
Magic Items
Dungeon Master’s Guide
While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.
Secret Message. As a Magic action, you can use the weapon to cast Message
. Once this property is used, it can’t be used again until the next dawn.
Weapons
Name
Damage
Properties
Mastery
Sylvan Talon Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20
Spells
Player’s Handbook
its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points
Effect
effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to
Equipment
A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.
The table
Monsters
Monster Manual
Divine Awareness. The planetar knows if it hears a lie.
Exalted Restoration. If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all
", "rollDamageType":"Radiant"} Radiant damage.
Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6
Classes
Player’s Handbook
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn
Monsters
Monster Manual
Divine Awareness. The solar knows if it hears a lie.
Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit
Points somewhere in Mount Celestia.
Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead.
Magic Resistance. The solar has Advantage on saving throws
Magic Items
Dungeon Master’s Guide
vanishes to some other corner of the multiverse where its moral guidance can bring hope to an endangered world. Although attempts have been made to copy the work, efforts to do so fail to capture its
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
Magic Items
Dungeon Master’s Guide
detrimental property
Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:
Call Lightning
Divine Word
Finger of Death
Once you use the sword to
cast a spell, you can’t cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
Spells
Player’s Handbook
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it
this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of
Magic Items
Dungeon Master’s Guide
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
97–00
97–00
Void
Each card’s effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
Monsters
Forgotten Realms: Adventures in Faerûn
Fey Ancestry. The drow has Advantage on saving throws it makes to avoid or end the Charmed condition, and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow
has Disadvantage on attack rolls.Rapier. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Rapier"}, reach 5 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"roll", "rollAction":"Divine Immortality"} days, reviving with all its Hit Points in a place of Malar’s choosing.
Legendary Resistance (3/Day). If the beast fails a saving throw, it can
Amphibious (Sea Form Only). The beast breathes air and water.
Divine Immortality. If the beast dies, its body dissolves into black goo, and it gains a new body after 1d10;{"diceNotation":"1d10
Monsters
Forgotten Realms: Adventures in Faerûn
rotting mass of vegetation infused with the divine power of Moander, dead god of corruption and decay. Spores arise on the Material Plane where Moander’s influence can still be felt: primordial swamps
moves, the Grappled target moves with it, costing it no extra movement. The spore can have one Large creature or up to nine Medium or smaller creatures Grappled at a time.A spore of Moander is a
Monsters
Lorwyn: First Light
takes great slumbers bordering on hibernation. These giants sleep for so long that they fuse with the surrounding earth, imbuing them with the land’s ambient wild magic. The giants can mold and
. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to ensure their respites go
Monsters
Forgotten Realms: Adventures in Faerûn
Culling Aura. Constitution Saving Throw: DC 20, each Bloodied creature in a 30-foot Emanation originating from the scion at the end of the scion’s turn. Failure: The target can’t regain
Hit Points until the start of the scion’s next turn.
Legendary Resistance (3/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has Advantage
Monsters
Lorwyn: First Light
Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots
the archways in hopes of finding the place abandoned but still stocked with a giant’s valuable relics. Such treasure hunters do well to tread carefully, for when angered, these giants can unleash
Monsters
Waterdeep: Dragon Heist
, freedom of movement, polymorph
5th level (2 slots): dominate person, flame strike, modify memory, insect plague
6th level (1 slot): heal
7th level (1 slot): divine word
8th level (1 slot
): earthquakeMultiattack. Victoro makes two attacks with his rapier.
Rapier. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8
Noble
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage
","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Rapier", "rollDamageType":"force"} force damage.
Bewildering Word. The warlock utters a magical bewilderment, targeting one creature it can see within 60 feet of it. The
Multiattack. The warlock makes two Rapier attacks, or it uses Bewildering Word twice.
Rapier. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Rapier"} to hit
Monsters
Vecna: Eve of Ruin
":"6d6","rollType":"damage","rollAction":"Chromatic Rapier","rollDamageType":"poison"} damage (Windfall’s choice).
Dragon’s Fury. Windfall targets one creature she can see within 60 feet of
incapacitated condition or has a speed of 0.
Legendary Resistance (3/Day). If Windfall fails a saving throw, she can choose to succeed instead.
Special Equipment. Windfall wears an iridescent magic coat that
Swashbuckler
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield
, its AC includes its Charisma modifier.Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6
Monsters
Ghosts of Saltmarsh
Hold Breath. Sauriv can hold his breath for 15 minutes.
Fading Eyesight. Sauriv has disadvantage on all Wisdom (Perception) checks.Rapier. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType
":"to hit","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.Parry
Monsters
Ghosts of Saltmarsh
attacks). Mr. Dory can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, invisibility (self only)
2/day each: fear, fireball, fly
1/day each
":"damage","rollAction":"Water Dependency","rollDamageType":"acid"} acid damage at the end of every hour he goes without exposure to water.Multiattack. Mr. Dory makes three attacks with his rapier
Monsters
Princes of the Apocalypse
Fey Ancestry. Windharrow has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Spellcasting. Windharrow is an 8th-level spellcaster. His spellcasting ability
, sending, tongues
4th level (2 slots): confusion, dimension doorMultiattack. Windharrow makes two melee attacks.
Rapier. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
Monsters
Ghosts of Saltmarsh
Amphibious. The salvager can breathe air and water.Multiattack. The salvager makes two attacks with its coral rapier.
Coral Rapier. Melee Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
","rollAction":"Coral Rapier"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Coral Rapier","rollDamageType":"piercing"} piercing damage.
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