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Returning 35 results for 'being before deal causing ranged'.
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Magic Items
Dungeon Master’s Guide
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
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Monsters
Monster Manual
: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Greatsword", "rollDamageType":"Slashing"} Slashing damage.
Heavy Crossbow. Ranged Attack Roll: +3;{"diceNotation":"1d20+3
"} 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.
Spells
Player’s Handbook
A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes
2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the
Monsters
Monster Manual
"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Scimitar", "rollDamageType":"Slashing"} Slashing damage.
Pistol. Ranged Attack Roll: +5;{"diceNotation":"1d20+5
. 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.
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
":"damage", "rollAction":"Greatsword", "rollDamageType":"Radiant"} Radiant damage.
Heavy Crossbow. Ranged Attack Roll: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Heavy Crossbow
":"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.
Monsters
Monster Manual
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
":"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.
Monsters
Monster Manual
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
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.
Monsters
Monster Manual
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
start of its next turn, possibly causing the attacks to miss.Rally (1/Day). The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate’s next turn, the targets have Advantage on attack rolls and saving throws.
Monsters
Monster Manual
to half the ally’s Speed without provoking opportunity attack;Opportunity Attacks.
Longbow. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Longbow"}, range
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
Monsters
Monster Manual
before the end of this turn.
Pistol. Ranged Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Pistol"}, range 30/90 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType
against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.Captain’s Charm. Wisdom Saving Throw: DC 14, one
Monsters
Monster Manual
.
Channel Negative Energy. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Channel Negative Energy"}, range 60 ft. Hit: 25 (6d6 + 4);{"diceNotation":"6d6+4
Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied
Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
-75
When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum
Monsters
Heroes of the Borderlands
", "rollDamageType":"Piercing"} Piercing damage.
Light Crossbow. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Light Crossbow"}, range 80/320 ft. Hit: 7 (1d8 + 3
. Response: Pral adds 2 to his AC against that attack, potentially causing the attack to miss.Pral’s boyishly handsome, self-assured grin graces wanted posters throughout the Borderlands. A self
Monsters
Stranger Things: Welcome to the Hellfire Club
himself.Dazzling Confetti. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Dazzling Confetti"}, reach 5 ft. or range 60 ft. Hit: 10 (2d6 + 3);{"diceNotation
roll. Response: Flizzlebin adds 2 to his AC against that attack, possibly causing it to miss.Whimsical, Quest-Giving Tease
A trickster with a penchant for games, Flizzlebin tempts novice adventurers
Monsters
Stranger Things: Welcome to the Hellfire Club
had Advantage.
Shortbow. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Shortbow"}, range 80/320 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage
, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.
Goblin warriors excel at causing mischief, but some devote themselves to nobler pursuits.Nimble Escape. The goblin takes the Disengage or Hide action.
Monsters
Eberron: Forge of the Artificer
Multiattack. The mindkiller makes two Nightmare Whisper attacks.
Nightmare Whisper. Melee or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction
to kill. Mindkillers force foes to attack their own allies, causing physical and emotional devastation to grow the power of the Dreaming Dark.PsychicSlayer’s Puppet (1/Day). The mindkiller
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollDamageType":"Slashing"} Slashing damage.
Clockwork Crossbow. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Clockwork Crossbow"}, range 80/320 ft. Hit: 8 (1d8 + 4
a weapon. Response: The nimblewright adds 2 to its AC against that attack, potentially causing it to miss.Watchful sentries that patrol important sites, nimblewright guards serve as loyal soldiers or
Monsters
Astarion's Book of Hungers
", "rollDamageType":"Slashing"} Slashing damage and 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Infernal Blade", "rollDamageType":"Fire"} Fire damage.
Confounding Ray. Ranged Attack Roll
promise wealth or influence to corruptible mortals, often securing a deal with a contract they produce in a flash of brimstone. This contract binds the mortal signatory’s soul to the Nine Hells
Magic Items
The Book of Many Things
The cards of this deck shimmer around the edges. While holding this deck, you can use the following properties:
Deadly Deal. As an action, you can use this deck to make a ranged spell attack by
Witch Bolt
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit
, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your
Equipment
Slingshots are simple ranged weapons comprising an elasticated material strung between a Y-frame brace. They have the two-handed and ranged (20/60) properties and deal 1d6 bludgeoning damage on a hit. They use the same ammunition as slings and are commonly used by rakins.
Monsters
Planescape: Adventures in the Multiverse
":"2d8", "rollType":"damage", "rollAction":"Havoc Hammer", "rollDamageType":"fire"} fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 (1d6);{"diceNotation":"1d6
Dexterity saving throw, ending the effect on itself on a successful save.
Havoc Flask. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Havoc Flask"} to hit
Monsters
Tomb of Annihilation
weapon and deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Flaming Fury","rollDamageType":"fire"} fire damage to the target.Multiattack. Liara makes three melee attacks
when used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1
Derro
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
(1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Hooked Spear","rollDamageType":"piercing"} piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and
knock it prone.
Light Crossbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2
Monsters
Ghosts of Saltmarsh
Amphibious. The koalinth can breathe air and water.
Martial Advantage. Once per turn, the koalinth can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Martial Advantage
"} damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the koalinth that isn't incapacitated.Trident. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Martial Advantage"} damage to a creature it hits with a weapon attack
+1","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
Magic Items
Princes of the Apocalypse
This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the
the end of its next turn. On a miss, the boomerang returns to the thrower’s hand.
Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and
Erinyes
Legacy
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Monsters
Basic Rules (2014)
Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Hellish Weapons","rollDamageType":"poison"} poison damage
two hands, plus 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Longsword","rollDamageType":"poison"} poison damage.
Longbow. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7
Hobgoblin Warlord
Legacy
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Monsters
Monster Manual (2014)
Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Martial Advantage"} damage to a creature it hits with a weapon attack
if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.Multiattack. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with
Hobgoblin Captain
Legacy
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Monsters
Monster Manual (2014)
Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Martial Advantage"} damage to a creature it hits with a weapon attack
":"piercing"} piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5
Monsters
The Book of Many Things
Magic Resistance. The initiate has advantage on saving throws against spells and other magical effects.Multiattack. The initiate makes two Comet Strike attacks.
Comet Strike. Melee or Ranged Spell
roll, possibly causing the attack to miss.Once initiated into the Heralds of the Comet, members learn magical divination practices that give them glimpses into the future.
Erinyes (Rope Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Hellish Weapons","rollDamageType":"poison"} poison damage
two hands, plus 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Longsword","rollDamageType":"poison"} poison damage.
Longbow. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7
Monsters
Tyranny of Dragons
of movement
5th level (1 slot): insect plague
Winter Strike (3/Day). Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8);{"diceNotation
":"2d8","rollType":"damage","rollAction":"Winter Strike","rollDamageType":"cold"} cold damage.Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spear
Monsters
Ghosts of Saltmarsh
Amphibious. The koalinth can breathe air and water.
Martial Advantage. Once per turn, the koalinth can deal an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Martial Advantage
trident.
Trident. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation






