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Returning 35 results for 'blade button defense continued 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
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
Magic Items
Dungeon Master’s Guide
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
Magic Items
Dungeon Master’s Guide
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
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
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
Classes
Forgotten Realms: Heroes of Faerûn
off harm and allow the Bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a Bladesinger at work remember the display as one of the more beautiful
experiences in their life— a glorious dance accompanied by a singing blade.
Bladesinging is associated with the ancient elven societies that first mastered the art and coined the term. Even today
Monsters
Lost Laboratory of Kwalish
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
West Wind is armed with a longsword that is a blade of the medusa.Multiattack. The
damage.
Blade of the Medusa. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Blade of the Medusa"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end
opposite the rod's flanged head (you choose the type of sword).
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic
Monsters
Lost Laboratory of Kwalish
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
East Wind is armed with a longsword that is a polymorph blade.Multiattack. The
.
Polymorph Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Polymorph Blade"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType
Monsters
Princes of the Apocalypse
spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): blade ward, gust,* light, prestidigitation
1st level (4 slots): feather fall
, jump, thunderwave
2nd level (2 slots): gust of wind
Unarmored Defense. While the hurricane is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Unarmored Movement. While
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (1/Day). If the dragonborn fails a saving throw, it can choose to succeed instead.
Mental Defense. While the dragonborn is wearing no armor, its AC includes its Intelligence
modifier.Multiattack. The dragonborn makes three Mind Blade attacks.
Mind Blade. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Mind Blade"} to hit, reach
Monsters
Guildmasters’ Guide to Ravnica
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The reckoner has the following wizard spells prepared:
Cantrips (at will): blade ward, light, message
dealt by the attack.Boros reckoners combine physical power and magical prowess, serving as the shock troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
","rollDamageType":"radiant"} radiant damage.Once an exemplar of courage and good judgment, Fazrian now seeks to destroy any creature it believes is undeserving of continued existence. Fazrian's views
Bladesinging
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Sword Coast Adventurer's Guide
elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many
who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.
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.






