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Returning 35 results for 'being both destroyed causing reload'.
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Monsters
Monster Manual
, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest.Multiattack. The erinyes makes three Withering Sword attacks and can
":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
Magic Items
Dungeon Master’s Guide
. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength
Monsters
Monster Manual
can’t use this trait if it has the Incapacitated condition.
Undead Restoration. If the death knight is destroyed before it atones for its evil, it gains a new body in 1d10;{"diceNotation":"1d10
MagicParry. Trigger: The death knight is hit by a melee attack roll while holding a weapon. Response: The death knight adds 6 to its AC against that attack, possibly causing it to miss.Legendary Action
Monsters
Monster Manual
other magical effects.
Undead Restoration. If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its Hit Points. The new body appears in an unoccupied space
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
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your
for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Magic Items
Dungeon Master’s Guide
Blackrazor. Blackrazor can be destroyed by crushing it in the great gears of Mechanus. Primus, the creator of the modrons, also knows a series of musical tones that Blackrazor can’t stand to hear, causing the sword to shatter.
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
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
magic-items
, you can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 4d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
, you can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 4d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 3d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 3d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 3d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
, you can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 4d4 (plus any modifiers normally added).
Reload (3). After you make three attacks with this weapon, you must reload it using an action.
magic-items
can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood-and-metal shards. Instead of the normal attack against a single target, make
separate attack rolls against two creatures within 5 feet of each other. On a hit, a creature takes piercing damage equal to 2d4 (plus any modifiers normally added).
Reload (3). After you make three attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Hours"} hours, with all its hit points. The new body
sincerely turns away from the path of evil, the boneclaw is destroyed. Otherwise, a boneclaw can’t be destroyed while its master lives. No matter what happens to the boneclaw’s body, it
Monsters
Van Richten’s Guide to Ravenloft
temporary hit points.
Skeletonize. If the swarm starts its turn in the same space as a dead creature that is Large or smaller, the corpse is destroyed, leaving behind only equipment and bones (or
","rollDamageType":"piercing"} piercing damage at the start of each of its turns. Any creature can use an action to kill or remove the scarabs with fire or a weapon that deals piercing damage, causing 1 damage of
Monsters
Spelljammer: Adventures in Space
uses an action to reattach the arm.
15–16: “Who Turned Out the Lights?” The autognome’s head falls off and deactivates, causing the autognome to be blinded and deafened until
a creature uses an action to reattach the head, which reactivates it.
17–20: “Have a Magical Day!” The autognome explodes and is destroyed. Each creature within 20 feet of the
Wand of Fear
Legacy
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Magic Items
Basic Rules (2014)
destroyed.
Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear. While
holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become
Demilich (Variant)
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Monsters
Monster Manual (2014)
exist.
If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target’s body re
its existence.
Few liches seek to become demiliches, for it means an end to the existence they hoped to preserve by becoming undead. However, time can erode the lich’s reason and memory, causing
Magic Items
Storm King's Thunder
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has
finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Reload weapon. You must then reload the weapon as an action or a Bonus Action. Ammunition Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become
must succeed on a DC 15 Dexterity saving throw or take damage. Roll the weapon’s damage once, and apply it to each creature that failed the save. Reload You can make a limited number of shots with a
Backgrounds
Baldur’s Gate: Descent into Avernus
of Seclusion
1
You led an ill-fated expedition into the Riverveins. Your friends were swept away by flooding, and you’ve never been able to shake the guilt of causing their deaths over
’s Gate. You came here seeking something else, only to learn that the quest that drove you had become impossible to fulfill—its object was destroyed or its purpose was negated by some
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Reload weapon. You must then reload the weapon as an action or a Bonus Action. Ammunition Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become
must succeed on a DC 15 Dexterity saving throw or take damage. Roll the weapon’s damage once, and apply it to each creature that failed the save. Reload You can make a limited number of shots with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Reload weapon. You must then reload the weapon as an action or a Bonus Action. Ammunition Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become
must succeed on a DC 15 Dexterity saving throw or take damage. Roll the weapon’s damage once, and apply it to each creature that failed the save. Reload You can make a limited number of shots with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
while mastering their use. Properties Firearms use special ammunition, and some of them have the burst fire or reload property. Ammunition. The ammunition of a firearm is destroyed upon use. Renaissance
DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition. Reload. A limited number of shots can be made with a weapon that has the reload property. A
Monsters
Eberron: Rising from the Last War
Mourning. The arcane cataclysm that engulfed Cyre destroyed most of the warforged colossi, causing them to collapse into lifeless heaps.
Colossal Survivors. Some warforged colossi survived the Day of
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
daily at dawn. Michelle Mueller Splinterspray Tommybow Splinterspray. As an action, you can pull the trigger extra hard, expending 1 charge, and causing the ammunition to splinter into thousands of wood
to 2d4 (plus any modifiers normally added). Reload (3). After you make three attacks with this weapon, you must reload it using an action. Rare variant: Increase the number of charges to 9 and
Monsters
Curse of Strahd
destroyed.
While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire
success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1
Magic Items
Strixhaven: A Curriculum of Chaos
or slap it awake.
Visions of Terror. The cursed creature sees terrifying visions, causing it to view all creatures that aren’t also cursed as dangerous monsters for 10 minutes. The cursed
magic. All cases of the curse end if Murgaxor’s orb is destroyed.
Magical Signature. As a side effect of the orb’s curse, the spell detect magic reveals an aura of enchantment surrounding
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
"Appendix A"), a pistol (reload 6) and prototypes of special ammunition can be found in Quark’s research outpost. There are six pieces of ammunition, each of a different damage type (acid, cold, fire
bolts or arrows. If you would prefer, you can replace the pistol with a hand tommybow (reload 6, see "Appendix A."). Experimentation. Firing the pistol at the black ooze yields the following results
Deck of Many Things
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Magic Items
Basic Rules (2014)
alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet. If you single
determines randomly) appears in your hands.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.
Throne. You gain proficiency in the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make
damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.