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Returning 35 results for 'beyond bow diffusing currents rely'.
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Monsters
Heroes of the Borderlands
Sunlight Sensitivity. While in sunlight, the wight has Disadvantage on ability checks and attack rolls.Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any
":"Necrotic Sword", "rollDamageType":"Necrotic"} Necrotic damage.
Necrotic Bow. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Necrotic Bow"}, range 150/600 ft. Hit: 6
monsters
tides around, currents below, and shifting storms above the water, and can direct this power against those who threaten their people. Working together, a circle of stormcallers can bring down an
entire fleet of ships. The greatest stormcallers have powers beyond what’s shown here; the merfolk tell stories of stormcallers who can command the beasts of the sea and transform into mighty squids
Monsters
Quests from the Infinite Staircase
, range 30/120 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Sling", "rollDamageType":"bludgeoning"} bludgeoning damage.Vegepygmies rely on scavengers to
killed by russet mold, a poisonous fungus rumored to have originated from beyond the stars.
Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps
Fighter
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club
Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of
Monsters
Acquisitions Incorporated
charmed, and magic can't put him to sleep.
Sunlight Sensitivity. While in sunlight, K'thriss has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Innate
largely indifferent elder entity from beyond reality. Tapped into this dark power, the “C” Team's hoardsperson sees all existence as a puzzle to unlock, and he is obsessed by the essential lack of meaning
Warforged
Legacy
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Species
Eberron: Rising from the Last War
as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold
and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was
Species
Mythic Odysseys of Theros
need in their shimmering homeland and knowing the treachery of strangers.
Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world
.
Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See chapter 3 for more details on Oreskos and
Monsters
Princes of the Apocalypse
round. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 (3d6);{"diceNotation
, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage.
Aquatic creatures that have
Elf
Legacy
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Species
Basic Rules (2014)
“I have never imagined such beauty existed,” Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
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
effect.Wearing fearsome masks, duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
-placed arrow, javelin, or sling bullet to end a fight without a response. You rely on accuracy and probably subscribe to the axiom that “those who live by the sword die by the bow.”
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
-placed arrow, javelin, or sling bullet to end a fight without a response. You rely on accuracy and probably subscribe to the axiom that “those who live by the sword die by the bow.”
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
-placed arrow, javelin, or sling bullet to end a fight without a response. You rely on accuracy and probably subscribe to the axiom that “those who live by the sword die by the bow.”
Monsters
Waterdeep: Dungeon of the Mad Mage
Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on
master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don’t extend beyond Undermountain.
Lair Actions
On initiative count 20
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
light or rely on darkvision to see. Area descriptions assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have
strong currents. A creature that enters a river for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be swept 15 feet in the direction indicated by the arrows on the map. Mike Schley Map 6.2: Lesser Caverns View Player Version
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
light or rely on darkvision to see. Area descriptions assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have
strong currents. A creature that enters a river for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be swept 15 feet in the direction indicated by the arrows on the map. Mike Schley Map 6.2: Lesser Caverns View Player Version
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
light or rely on darkvision to see. Area descriptions assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have
strong currents. A creature that enters a river for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be swept 15 feet in the direction indicated by the arrows on the map. Mike Schley Map 6.2: Lesser Caverns View Player Version
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. Ceilings. Ceilings are 15 feet high in corridors and tunnels and 20 feet high in chambers. Lighting. The caverns are unlit. Denizens carry their own light or rely on darkvision to see. Area descriptions
assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have strong currents. A creature that enters a river for the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. Ceilings. Ceilings are 15 feet high in corridors and tunnels and 20 feet high in chambers. Lighting. The caverns are unlit. Denizens carry their own light or rely on darkvision to see. Area descriptions
assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have strong currents. A creature that enters a river for the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. Ceilings. Ceilings are 15 feet high in corridors and tunnels and 20 feet high in chambers. Lighting. The caverns are unlit. Denizens carry their own light or rely on darkvision to see. Area descriptions
assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have strong currents. A creature that enters a river for the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Well-Rounded Specialists Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net
with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Well-Rounded Specialists Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net
with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Well-Rounded Specialists Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net
with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Well-Rounded Specialists Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net
with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Well-Rounded Specialists Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net
with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Well-Rounded Specialists Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net
with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
Monsters
Fizban's Treasury of Dragons
saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics
protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Wight Lifedrinker Life-Leeching Corpse Warrior Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. After dying and returning from the grave, a wight
Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Drink Life.
Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Wight Lifedrinker Life-Leeching Corpse Warrior Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. After dying and returning from the grave, a wight
Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Drink Life.
Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit
Monsters
Fizban's Treasury of Dragons
is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on
understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Wight Lifedrinker Life-Leeching Corpse Warrior Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. After dying and returning from the grave, a wight
Multiattack. The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Drink Life.
Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. Hit
Monsters
Fizban's Treasury of Dragons
’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics). The dragon casts one of the
other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranged Attacks When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail
, you can’t attack a target beyond this range. Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranged Attacks When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack. Range You can
make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range. Some ranged
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ranged Attacks When you make a ranged attack, you fire a bow, hurl an axe, or otherwise send projectiles to strike a foe at a distance. Many spells also involve making a ranged attack. Range You can
make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range. Some ranged






