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Returning 35 results for 'blades both decide continues roll'.
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Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Monsters
Monster Manual
turn Bloodied, roll 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"berserk"}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it
can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied
Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Spells
Player’s Handbook
at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The
Spells
Player’s Handbook
command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Magic Items
Dungeon Master’s Guide
spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell
out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66–70
You suffer a bout of “magic
Spells
Player’s Handbook
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
you’re within 5 feet of it.
Actions
Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial
Monsters
Forgotten Realms: Adventures in Faerûn
Multiattack. The Rusted makes three attacks, using Slam or Rusted Shot Put in any combination.
Slam. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Slam
"}, reach 10 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Rusted Shot Put. Ranged Attack Roll: +10
Monsters
Heroes of the Borderlands
combination. It can replace one attack with a use of Drink Life.
Necrotic Sword. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Necrotic Sword"}, reach 5 ft. Hit: 6 (1d8 + 2
":"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
Forgotten Realms: Adventures in Faerûn
to dust. After 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Soul Gem"} days, he appears in the space of his soul gem, using the Sammaster (Dracolich Form) stat block. The gem is a
three attacks, using Corrosive Burst or Paralyzing Touch in any combination. He can replace two attacks with a use of Spellcasting.
Corrosive Burst. Melee or Ranged Attack Roll: +13;{"diceNotation
Monsters
Forgotten Realms: Adventures in Faerûn
until he is reduced to 0 Hit Points. If Sammaster is reduced to 0 Hit Points, his dracolich form dissolves to dust. After 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Soul Gem"} days
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
Magic Items
Forgotten Realms: Adventures in Faerûn
Cone. When you do, choose Acid, Cold, Fire, Lightning, or Poison. Each creature in the Cone makes a DC 18 Dexterity saving throw, taking 6d6;{"diceNotation":"6d6", "rollType":"roll", "rollAction
and regains 1d4 + 2;{"diceNotation":"1d4 + 2", "rollType":"roll", "rollAction":"Spellcasting"} expended charges daily at dawn. While attuned to the orb, you can cast one of the spells on the following
Monsters
Vecna: Eve of Ruin
Pack Tactics. The lieutenant has advantage on an attack roll against a creature if at least one of the lieutenant’s allies is within 5 feet of the creature and the ally doesn’t have the
the attacker and be wielding a melee weapon.Blade lieutenants lead subordinates on raids on behalf of the Lord of Blades. Soldiers who fail to meet a lieutenant’s demands are harshly disciplined
Shrieker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Shriek"} of the shrieker's turns afterward.
Monsters
Vecna: Eve of Ruin
Pack Tactics. The scout has advantage on an attack roll against a creature if at least one of the scout’s allies is within 5 feet of the creature and the ally doesn’t have the
Blades’ legions.
Blades of Eberron
In the aftermath of Eberron’s Last War, a warforged called the Lord of Blades rose to fill the power vacuum left in the devastated Mournland. The Lord
Monsters
Icewind Dale: Rime of the Frostmaiden
beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison.
An iron golem's body is smelted with rare tinctures and admixtures. Though other
. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently — or
Enchanter
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
;{"diceNotation":"1d6-1","rollType":"roll","rollAction":"Quarterstaff"}) bludgeoning damage, or 3 (1d8 - 1;{"diceNotation":"1d8-1","rollType":"roll","rollAction":"Quarterstaff"}) bludgeoning damage if used
the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom saving throw. On a failed save, the
Magic Items
The Book of Many Things
The blades of these pruning shears bear many nicks and dents but still cut cleanly. The shears function as a magic dagger. The weapon has the following properties:
Ever Sharp. When you hit with an
rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the d20. Once this property is used, it can’t be used again until the next dawn.
Monsters
Vecna: Eve of Ruin
", "rollType":"roll", "rollAction":"Self-Preservation"}.Since the Mournland’s earliest days, Glaive has wielded her namesake weapon in service to the Lord of Blades’ bloody conquest of the
);{"diceNotation":"3d6+3","rollType":"damage","rollAction":"Serrated Bolt","rollDamageType":"piercing"} piercing damage. If Glaive has advantage on the attack roll, the serrated bolt lodges in the target
Monsters
Planescape: Adventures in the Multiverse
: automatic hit, reach 5 ft., one target. Hit: 24 force damage plus one of the following effects (choose one or roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Unerring Blade"}):
1&ndash
–6: Push. If the target is Large or smaller, the target is pushed up to 15 feet away from the kolyarut.
Edict of Blades (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction
Clay Golem
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
turn with 60 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the
continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on
Sword of Answering
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as “Final Word.” Each of the
to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Equipment
These circular weapons are among the many strange weapons used by urdefhans. The sharp metal circle contains numerous protruding blades, while an angled central handle provides a grip that spins the
weapon as it’s thrown.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Graze. If your attack roll with this weapon misses
Create Undead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a
general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to
Flesh Golem
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
Animate Dead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you
issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control
Magic Items
Strixhaven: A Curriculum of Chaos
on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can't use the toy in this way until you finish a long rest.
Monsters
Lost Laboratory of Kwalish
devil rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra 6d8;{"diceNotation":"6d8","rollType":"damage","rollAction":"Shards of a
decide that the target is too large for its head to be cut off by the devil’s claws. If removed, the shards lose their magical powers.
Local Teleportation-Field Bracelets. Local teleportation
Monsters
Tales from the Yawning Portal
turn with 60 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the
continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on
Monsters
Candlekeep Mysteries
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by
Monsters
Mythic Odysseys of Theros
Pack Tactics. The hoplite has advantage on an attack roll against a creature if at least one of the hoplite's allies is within 5 feet of the hoplite and the ally isn't incapacitated.Multiattack. The
Nylea's Arrows
2
The Watchers
3
Fangs of Ophis
4
The Swiftswords
5
Karametra's Wolves
6
Defenders of the Grove
7
Bronze Blades
8
The Jackals
Monsters
Tomb of Annihilation
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
Monsters
Keys from the Golden Vault
Ashen Creature. When Jhaeros drops to 0 hit points, he explodes in a harmless cloud of ashes, leaving nothing else behind.
Berserk. Whenever Jhaeros starts his turn with 60 hit points or fewer, roll
a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, Jhaeros goes berserk. On each of his turns while berserk, Jhaeros attacks the nearest creature he can see. If no creature






