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Returning 35 results for 'both both drawing call reach'.
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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
: Bonus equals your spell attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell’s level Piercing damage.
Breath Weapon. Dexterity Saving Throw: DC equals your spell save DC, each creature in
Monsters
Monster Manual
Bound. The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to
", "rollAction":"Fist"}, reach 10 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Fist", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 7 (2d6);{"diceNotation":"2d6
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
modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Slashing damage, and the target can’t regain Hit Points until the start of the spirit’s next turn.
Eye Ray (Beholderkin Only
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
enemy’s reach.
Pack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit’s allies is within 5 feet of the creature and
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
makes a number of attacks equal to half this spell’s level (round down).
Bite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell
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 spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell
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
Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the
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
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
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
spell’s level Radiant damage.
Radiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Radiant damage, and the
Magic Items
Dungeon Master’s Guide
drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.
Skull. An Avatar of Death appears in an unoccupied space as close to you as possible
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
Monsters
Forgotten Realms: Adventures in Faerûn
Scimitar in any combination.
Beak (Swan Form Only). Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Beak"}, reach 5 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4
Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Scimitar"}, reach 5 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Scimitar
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Claws. Melee
Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Claws
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
. The sahuagin makes three attacks: one with his bite and two with his claws or trident.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Bite"} to hit, reach 5
","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing
Magic Items
Lost Laboratory of Kwalish
bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able
item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space
Monsters
The Wild Beyond the Witchlight
use of Spellcasting.
Divine Radiance. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction":"Divine Radiance"} to hit, reach 5 ft. or range 60 ft., one target. Hit
","rollType":"to hit","rollAction":"+1 Quarterstaff"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"+1 Quarterstaff","rollDamageType
Monsters
The Wild Beyond the Witchlight
":"1d20+6","rollType":"to hit","rollAction":"Steel"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Steel","rollDamageType":"slashing"} slashing
comfort to those who have no goodness in them.”
Ideal. “Justice needs champions. I count myself as one.”
Bond. “Valor’s Call is not just an assembly of like-minded
Monsters
Bigby Presents: Glory of the Giants
hit, reach 5 ft., one target. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4", "rollType":"damage", "rollAction":"Ram", "rollDamageType":"bludgeoning"} bludgeoning damage plus 3 (1d6);{"diceNotation":"1d6
livestock among giants. The rams’ fleece stores magical energy by absorbing ambient magic and drawing power from spells. While a ram is alive and unshorn, it uses its fleece’s magic for self
Monsters
Bigby Presents: Glory of the Giants
inscribed on a crystal ball. While the object bearing the rune is embedded in its body, the giant can use its Tempest Call action and its Scrying trait.
The object bearing the storm rune has AC 17; 50 hit
Lightning Lance attacks.
Lightning Blade. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Lightning Blade"} to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9
Monsters
Baldur’s Gate: Descent into Avernus
damage.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2
charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their god’s power to leave their
Species
Eberron: Rising from the Last War
of Lyrandar
Wind and water welcome the half-elves who carry the Mark of Storm, and some learn to call on the power of the storm itself.
House Lyrandar
Leader: Esravash d’Lyrandar
gave Lyrandar considerable power. Now they reach out to the skies. Merely a decade old, Lyrandar airships have undermined the lightning rail’s domination of overland travel.
House Lyrandar also
Monsters
Icewind Dale: Rime of the Frostmaiden
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
fireplace and drawing inspiration from its crackling flames. The slightest disturbance upsets him.
Kadroth appreciates the wisdom of maintaining the illusion that Speaker Crannoc Siever is still in
Monsters
Fizban's Treasury of Dragons
.
Pinion. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Pinion"} to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage
turn with a successful DC 17 Strength (Athletics) check.
Rend. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Rend"} to hit, reach 5 ft., one target. Hit: 12 (2d6
Monsters
Guildmasters’ Guide to Ravnica
or his claws.
Curtain-Call Scythe. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Curtain"} to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8);{"diceNotation
. Rakdos has advantage on saving throws against spells and other magical effects.
Magic Weapons. Rakdos’s weapon attacks are magical.Multiattack. Rakdos makes two attacks with his Curtain-Call Scythe
Shield Guardian
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to
hit","rollAction":"Fist"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage","rollAction":"Fist","rollDamageType":"bludgeoning"} bludgeoning damage.Shield
Duergar Warlord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if
it is available.
Psychic-Attuned Hammer. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Psychic"} to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Lightning Antlers"} to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType
until the start of the hart’s next turn.
Thunder Hooves. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Thunder Hooves"} to hit, reach 5 ft., one target
Monsters
The Wild Beyond the Witchlight
or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType
","rollType":"to hit","rollAction":"Shortsword"} to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Shortsword","rollDamageType":"piercing
Sword Wraith Commander
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
hit","rollAction":"Longsword"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage, or
":"piercing"} piercing damage.
Call to Honor (1/Day). To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage, or 9 (1d10 + 4);{"diceNotation
","rollAction":"Longbow"} to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.
Call
Monsters
Mythic Odysseys of Theros
Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Slam"} to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7","rollType":"damage","rollAction":"Slam
typically roam to the edges of the world, where they either fade away over time or become legends that take on their own terrible life.
A spectrum of giants claims territory across Theros, drawing
races
Eberron: Rising from the Last War
Ghallanda don’t sell information; they prefer to build friendship and deal in favors. But should a Ghallanda baron ever truly need something, they likely have a favor they can call in.
Ghallanda has
reach of any government or dragonmarked house. Baron Yoren and his daughter Chervina have greatly expanded the house’s presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.
Monsters
Baldur’s Gate: Descent into Avernus
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5);{"diceNotation":"1d4+5","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Shroud Self. The reaper
learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor
Monsters
Fizban's Treasury of Dragons
":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage
", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Debilitating
Monsters
Guildmasters’ Guide to Ravnica
Worldsoul.
Staff. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Staff"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType
attack against a target that the horncaller can see.Specialized shamans called horncallers use their magic to call wild beasts to fight alongside Selesnya troops. In quieter times, they tend the animals associated with Selesnya enclaves and parks.
Monsters
Candlekeep Mysteries
;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Cane"} to hit, reach 5 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Cane","rollDamageType":"bludgeoning
scribe. She is hardworking and expects others to be as well.
Personality Trait. “I have a warm, calming demeanor, even when circumstances call for concern.”
Ideal. “Everything has its