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Returning 35 results for 'both blade distance count range'.
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Monsters
Monster Manual
or Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Clockwork Blade"}, reach 5 ft. or range 30 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1", "rollType":"damage
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
Multiattack. The cultist makes three attacks, using Pact Blade or Radiant Ray in any combination.
Pact Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Pact
Blade"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Pact Blade", "rollDamageType":"Slashing"} Slashing damage plus 18 (4d8);{"diceNotation":"4d8
Monsters
Monster Manual
. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Shadow Blade"}, reach 5 ft. or range 60 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage
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
Equipment
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches
long. It costs 1 gp, and it deals 1d8 piercing damage on a hit. Although it has the thrown weapon property, the yklwa is not well balanced for throwing (range 10/30 ft.).
Monsters
Monster Manual
for 365 days.Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination.
Heated Blade. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
", "rollAction":"Heated Blade"}, reach 5 ft. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage", "rollAction":"Heated Blade", "rollDamageType":"Slashing"} Slashing damage plus 13 (2d12
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
Feats
Player’s Handbook
. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
Monsters
Monster Manual
days.Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.
Storm Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Storm
Blade"}, reach 5 feet. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Storm Blade", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6
Spells
Player’s Handbook
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the
Spells
Player’s Handbook
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can’t
communicate in any languages aren’t affected by this spell.
Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can’t extend to other planes of existence.
Magic Items
Dungeon Master’s Guide
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
Monsters
Monster Manual
Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Hail of Bark"}, range 180 ft. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6", "rollType":"damage", "rollAction":"Hail of Bark
Intelligence and Charisma scores of 1, it can’t speak, and it lacks this action. The tree takes its turn immediately after the treant on the same Initiative count, and it obeys the treant. A
Spells
Player’s Handbook
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such
Spells
Player’s Handbook
You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and
a Magic action followed by a 1-minute transformation.
If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, it falls the remaining distance.
Spells
Player’s Handbook
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is
0 Hit Points, it collapses.
A creature within a distance from a collapsing structure equal to half the structure’s height makes a Dexterity saving throw. On a failed save, the creature takes
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
Spells
Player’s Handbook
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum
. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
Magic Items
Dungeon Master’s Guide
you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the
has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.
Figurine of Wondrous
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
Spells
Player’s Handbook
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
Spells
Player’s Handbook
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
Backgrounds
Eberron: Forge of the Artificer
as an intricate web of schemes, plots, and counterplots. Assessing the range of possibilities, you use instinct to predict threats to your clients and defend against them well before those threats can
turn into danger. Defending against an assassin’s blade is a job any Deneith sellsword or Tharashk enforcer can do—making sure no one ever draws that blade is the Medani way.
Monsters
Eberron: Forge of the Artificer
"}, reach 5 ft. or range 30 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Mind Blade", "rollDamageType":"Psychic"} Psychic damage.
Spellcasting. The
Multiattack. The infiltrator makes three Mind Blade attacks.
Mind Blade. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Mind Blade
Monsters
Eberron: Forge of the Artificer
Hustle. The underboss can move through the space of any creature that is of a larger size, but it can’t stop there.Multiattack. The underboss makes three attacks, using Poisoned Blade or Arcane
Firearm in any combination.
Poisoned Blade. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Poisoned Blade"}, reach 5 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4
Monsters
Forgotten Realms: Adventures in Faerûn
), reach 5 ft. or range 20/80 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Cursed Blade", "rollDamageType":"Slashing"} Slashing damage. Hit or Miss: The blade magically
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
Monsters
Forgotten Realms: Adventures in Faerûn
aura.Multiattack. The Zhentilar makes three attacks, using Dooming Blade or Oppressive Ray in any combination. It can replace one attack with a use of Spellcasting.
Dooming Blade. Melee Attack Roll: +5
;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Dooming Blade"}, reach 5 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Dooming Blade", "rollDamageType
Spells
Forgotten Realms: Heroes of Faerûn
You create a 3-foot-long blade-shaped planar rift that lasts for the duration. The rift appears within range in a space of your choice, and you can immediately make up to two melee spell attacks
different ones.
The blade can harmlessly pass through any barrier, including ones created by spells like Wall of Force.
Magic Items
Stranger Things: Welcome to the Hellfire Club
Weapon Properties: Finesse, Light, Thrown (Range 20/60)
You can take a Bonus Action to magically coat the blade of this Dagger with poison. The poison remains for 1 minute or until an attack using






