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Returning 35 results for 'blade bead diffusing chosen returns'.
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Monsters
Monster Manual
", "rollAction":"Clockwork Blade", "rollDamageType":"Force"} Force damage. Hit or Miss: The blade magically returns to the modron’s hand immediately after a ranged attack.
Disintegration. If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying.Multiattack. The modron makes two Clockwork Blade attacks.
Clockwork Blade. Melee
Monsters
Monster Manual
", "rollAction":"Shadow Blade", "rollDamageType":"Necrotic"} Necrotic damage. Hit or Miss: The blade magically returns to the kenku’s hand immediately after a ranged attack.Eldritch Lantern (Recharge 4
Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.Shadow Blade
Spells
Player’s Handbook
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot
spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended.
If a creature touches the glowing bead before the spell ends, that creature
Monsters
Monster Manual
least 1 Hit Point.Multiattack. The slaad makes two Chaos Blade attacks.
Chaos Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Chaos Blade"}, reach 10 ft. Hit: 11
(1d12 + 5);{"diceNotation":"1d12+5", "rollType":"damage", "rollAction":"Chaos Blade", "rollDamageType":"Slashing"} Slashing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
Monsters
Monster Manual
Incapacitated condition.
Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.Dragon-Tooth Blade. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType
":"to hit", "rollAction":"Dragon-Tooth Blade"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Dragon-Tooth Blade", "rollDamageType":"Piercing"} Piercing damage
Spells
Player’s Handbook
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level
Spells
Player’s Handbook
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one
Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
Spellcasting.
Cursed Blade. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Cursed Blade"} (with Advantage if the target doesn’t have all its Hit Points
Monsters
Forgotten Realms: Adventures in Faerûn
instead.Multiattack. Karas makes two attacks using Dread Dagger or Tyrant’s Blade in any combination.
Dread Dagger. Melee or Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit
(1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Dread Dagger", "rollDamageType":"Necrotic"} Necrotic damage. Hit or Miss: The dagger magically returns to Karas’s hand immediately
Delayed Blast Fireball
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your
concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that
Monsters
Lost Laboratory of Kwalish
Special Equipment. Garret wears a ring of warmth (included in his statistics) and wields a gambler's blade longsword (see appendix D).
Bardic Inspiration (3/day). As a bonus action, Garret can give
one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and
Monsters
Fizban's Treasury of Dragons
handaxe magically returns to the chosen’s hand immediately after a ranged attack.
Shortsword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Shortsword"} to hit
Multiattack. The chosen makes one Handaxe attack and two Shortsword attacks.
Handaxe. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Handaxe"} to hit
Monsters
The Book of Many Things
Legendary Resistance (2/Day). If the assassin fails a saving throw, it can choose to succeed instead.Multiattack. The assassin makes two Poison Blade attacks.
Poison Blade. Melee or Ranged Weapon
Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Poison Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage
Monsters
The Book of Many Things
can’t be targeted by divination magic or features that would read its mind or determine its creature type.Multiattack. The infiltrator makes two Poison Blade attacks and can use Beguiling
Whisper.
Poison Blade. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Poison Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d4 + 5
Monsters
The Book of Many Things
needing to make an ability check.Multiattack. The corrupter makes three Whispering Blade attacks and can use Debilitating Touch.
Whispering Blade. Melee or Ranged Weapon Attack: +12;{"diceNotation":"1d20
+12", "rollType":"to hit", "rollAction":"Whispering Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d8 + 6);{"diceNotation":"1d8+6", "rollType":"damage", "rollAction":"Whispering
Monsters
The Book of Many Things
veiled presence fails a saving throw, it can choose to succeed instead.Multiattack. The veiled presence makes two Blade of Judgment attacks and can use Revelation.
Blade of Judgment. Melee or Ranged
Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Blade of Judgment"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d6 + 7);{"diceNotation":"1d6+7", "rollType
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. It returns to your hand immediately after it is used to make a ranged attack roll.






