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Returning 35 results for 'being both dagger current reduce'.
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being both danger current reduced
being both daggers currents rebuke
being both danger currents rebuke
being both dagger currents rebuke
being both daggers current reduced
Magic Items
Dungeon Master’s Guide
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85
A creature
Monsters
Thieves’ Gallery
Daggersword Flourish with Cleansing Touch if it’s available.
Daggersword. Choose the attack that corresponds to the daggersword’s current form (see Daggersword Shift below):
Longsword. Melee
with two hands, plus 6 (1d12);{"diceNotation":"1d12", "rollType":"damage", "rollAction":"Longsword", "rollDamageType":"radiant"} radiant damage.
Shortsword and Dagger. Melee Weapon Attack: +8
Spells
Xanathar's Guide to Everything
Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no
While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell&rsquo
Monsters
Baldur’s Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action.
Dagger Thrower. Nine-Fingers adds double her proficiency bonus to the
damage she deals on ranged attacks made with daggers (already factored into her attacks).Multiattack. Nine-Fingers attacks three times with her daggers.
Dagger. Melee or Ranged Weapon Attack: +7
Monsters
Acquisitions Incorporated
or sight.Multiattack. Oak makes three attacks with his hooked daggers or his hand crossbow.
Hooked Dagger. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Hooked
Dagger"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Hooked Dagger","rollDamageType":"piercing"} piercing damage.
Hand Crossbow. Ranged
Duergar Mind Master
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Mind Mastery.
Mind-Poison Dagger. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Mind"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3
":"1d6","rollType":"recharge","rollAction":"Invisibility"}. The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken
Monsters
Spelljammer: Adventures in Space
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
Kraken
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery
.
Mind-Poison Dagger. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Mind-Poison Dagger"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0
rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Monsters
Storm King's Thunder
Amphibious. Slarkrethel can breathe air and water.
Freedom of Movement. Slarkrethel ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the
Monsters
Infernal Machine Rebuild
Amphibious. The thessalkraken can breathe air and water.
Freedom of Movement. The thessalkraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses
Monsters
Ghosts of Saltmarsh
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5
","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of
Monsters
Icewind Dale: Rime of the Frostmaiden
current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final
own flaws. It’s appropriate for Auril to act as though she’s invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her
Monsters
Icewind Dale: Rime of the Frostmaiden
invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her
, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however
Monsters
Icewind Dale: Rime of the Frostmaiden
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Create Homunculus 6th-level transmutation Casting Time: 1 hour Range: Touch Components: V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at
least 1,000 gp) Duration: Instantaneous While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
effect of an enlarge/reduce spell. The effect lasts for 1 hour. Ten minutes before the effect ends, the creature feels a tingling sensation, at which point it can sustain its current size by eating
ends, the creature feels a tingling sensation, at which point it can sustain its current size by eating another pygmywort. The effect ends if the creature eats a bigwig mushroom or is magically enlarged to its normal size (using the enlarge effect of an enlarge/reduce spell, for example).
Magic Items
The Book of Many Things
*Found only in a deck with twenty-two cards.
Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours
death. You take 2d10 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can’t reduce your hit point maximum below 10 hit points. This
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
K: Shrine of Evil Chaos The Cult of Chaos performs evil rites in this cave, subtly drawing monsters to inhabit the Caves of Chaos and bring strife to the Borderlands. The current cult leader is Ivlis
foul magic—at the shrine’s heart. You can add monsters, such as Cultists, to the cave to make this scenario longer and more difficult, or you can reduce the number of Skeletons or Zombies to make the scenario easier and shorter. Dario Jelusic
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
. He can replace Daggersword Flourish with Cleansing Touch if it’s available.
Daggersword. Choose the attack that corresponds to the daggersword’s current form (see Daggersword Shift below
Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 6 (1d12) radiant damage.
Daggersword Flourish. Choose the option that corresponds to the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
deaths, but he spends each new life accounting for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh
his hand crossbow.
Hooked Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
+ 2) piercing damage.
Reactions
Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect
nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP. 81–85 A
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(Perception) checks that rely on sight.
Actions
Multiattack. The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery.
Mind-Poison Dagger. Melee Weapon Attack
duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on
for 1 hour. 71–75 You have the Petrified condition until the end of your next turn. 76–80 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
days to fight for your cause. Reduce that number to twenty if you want them to be mounted on Riding Horses (see the Monster Manual). It costs you 1 GP per day to feed each guard and each horse in your
remains until it is destroyed or you command it to disband. You can’t issue this Recruit order again until your current army disbands or is destroyed.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is
the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is
the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
various factors could reduce time or cost. Eberron dragonshards are a significant amount of the cost of materials. A remarkable dragonshard could reduce the cost of creating an item by 10 percent. A
planar convergence could reduce the time or cost required to make an item with an effect tied to that plane. Ultimately, this is a story, and there are exceptions to every rule. Complications. These
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Dukha, he offers to guide them for 100 gp. A character who haggles and succeeds on a DC 14 Charisma (Persuasion) check convinces him to reduce this price by 25 gp. Once a deal’s been made, he shares these
details:
Dukha Bhatiyali
Dukha was traveling toward Sagorpur when the wave struck. While approaching, he saw a current of water sparkle with an eerie green light and sweep away from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Towers, Master Armorer), others bestowed as needed in wartime (the Lords’ Hand and the Lords’ Champion) Warden of Waterdeep The current Warden of Waterdeep is Elminster, who answers to the Open Lord
(with disadvantage against a target within 5 ft.), reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage, or 11 (1d12 + 5) piercing damage while mounted.
Dagger. Melee or Ranged Weapon Attack: +4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
corner of the cave swivels on a central axis. The secret door can be seen automatically from inside the tunnel.
The troglodytes are bracing for another drow attack from the north. The clan’s current
the formation, including a half dozen balls of bat guano, a garland of drow intestines, and a muddy dagger with a curved blade. Treasure. The muddy dagger is a dagger of venom. The troglodytes are
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
you cast from the hat uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge
/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
you cast from the hat uses your spell save DC and spell attack bonus. 1d100 Effect 01–50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge
/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on






