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Returning 35 results for 'bond bow die current rolling'.
Other Suggestions:
bonus bow die currently rolling
bonus bow die current rolling
Magic Items
Dungeon Master’s Guide
an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Spells
Player’s Handbook
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.
Quaal’s Feather Tokens
1d100
Token
Rarity
01-20
Quaal's
Magic Items
Dungeon Master’s Guide
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
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
Magic Items
Dungeon Master’s Guide
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Spells
Player’s Handbook
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item’s current owner. If your wish is granted and its effects have
Monsters
Storm King's Thunder
.
Ideal: “Evil must not be allowed to thrive in this world.”
Bond: “Tyr is my lord; the order, my family. Through my actions, I shall honor both.”
Flaw: “I’m not afraid to die. When Tyr finally calls me, I’ll go to him happily.”
. His current quarry is a dwarf brigand, Worvil “the Weevil” Forkbeard, who is rumored to be hiding in Icewind Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry
Monsters
Strixhaven: A Curriculum of Chaos
":"roll","rollAction":"Counsel of the Past"} and add the number rolled to one ability check of its choice, immediately after rolling the d20.To enhance their studies of the past, Lorehold students often
assist the living.
Some of these spirit statues bond with and mentor a specific mage, but most serve in a variety of roles for numerous individuals, ranging from research colleagues to martial
Magic Items
Bigby Presents: Glory of the Giants
rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the
instant after it hits or misses a target.
The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.
Curative Arrow
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Equipment
grappling jaws built into its bow, a lamprey ship can attach itself to another ship, which is a critical feature during boarding actions. Other standard weapons include four ballistae on the main deck.
A
lamprey can float on water, though it can’t land safely on the ground. Lamprey ships that land on the ground have the distressing habit of rolling over, as more than a few crews have discovered to their dismay.
Monsters
Guildmasters’ Guide to Ravnica
Council’s Traits
Ideal: “Influence is measured in power, status, and money, but mostly money.”
Bond: “Gather as much as you can while you can, for when you die, you will take
saving throw or bow until the end of its next turn. Until this bow ends, the target can’t take actions or reactions, and its speed is 0 and can’t be increased.
Indentured Spirits (Costs 3
Monsters
Storm King's Thunder
the die and must use the new roll.
Stout Resilience. Oren has advantage on saving throws against poison.Dagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
soul.”
Bond: “You had me at ‘Can I buy you a drink?’”
Flaw: “I have a knack for putting myself in harm’s way. Good thing I’m lucky!”Poison
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Monsters
Van Richten’s Guide to Ravenloft
achievement, Elise is a confused, frustrated soul who never wished for her current circumstances.
Elise’s heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies
stitching itself into place if positioned in a cavity where the creature’s heart used to be. A creature with the device inside them is immune to disease, ceases to age, and does not die of old age
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
magic-items
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon