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Returning 35 results for 'bottle bullet diffusing continued range'.
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Magic Items
Dungeon Master’s Guide
Name
Damage
Properties
Mastery
Simple Melee Weapons
Adamantine Club
1d4 Bludgeoning
Light
Slow
Adamantine Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20/60)
Nick
Adamantine Greatclub
1d8 Bludgeoning
Two-Handed
Push
Adamantine Handaxe
1d6 Slashing
Light, Thrown (Range 20/60)
Vex
Adamantine Javelin
1d6 Piercing
Thrown (Range 30/120)
Slow
Spells
Player’s Handbook
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
against your spell save DC to break free.
You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollAction":"Dread Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 10 (2d4 + 5);{"diceNotation":"2d4+5", "rollType":"damage", "rollAction":"Dread Dagger", "rollDamageType":"Piercing"} Piercing damage plus 4
patriarch Fzoul Chembryl, House Chembryl and its descendants were scattered across Faerûn. Some members have dutifully continued the family’s dedication to Bane, while others have sought to
Monsters
Baldur’s Gate: Descent into Avernus
Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage
signal them to deliver drinks to the table. If he wants poison added to his clients’ drinks, he has a secret sign for that. Hidden behind the bar is a small bottle containing four doses of
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"to hit", "rollAction":""} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Poison Dagger", "rollDamageType":"piercing
bottle of liquid at a point up to 20 feet away from itself, which shatters into a cloud of magical smoke that fills a 10-foot-radius sphere. Each creature in that area must succeed on a DC 16 Wisdom saving
Monsters
Waterdeep: Dragon Heist
","rollAction":"Hand Crossbow"} to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Hand Crossbow","rollDamageType":"piercing"} piercing
years ago, but has since returned. The Rosznars' inability to regain the respect they feel they deserve rankles them. The slave trade has continued in Amn and elsewhere, and it's not like other noble
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Automatic Rifle 2d8 Piercing Ammunition (Range 80/240; Bullet), Burst Fire, Reload (30 shots), Two-Handed Slow 8 lb. Hunting Rifle 2d10 Piercing Ammunition (Range 80/240; Bullet), Reload (5 shots), Two
-Handed Slow 8 lb. Revolver 2d8 Piercing Ammunition (Range 40/120; Bullet), Reload (6 shots) Sap 3 lb. Semiautomatic Pistol 2d6 Piercing Ammunition (Range 50/150; Bullet), Reload (15 shots) Vex 3 lb
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Automatic Rifle 2d8 Piercing Ammunition (Range 80/240; Bullet), Burst Fire, Reload (30 shots), Two-Handed Slow 8 lb. Hunting Rifle 2d10 Piercing Ammunition (Range 80/240; Bullet), Reload (5 shots), Two
-Handed Slow 8 lb. Revolver 2d8 Piercing Ammunition (Range 40/120; Bullet), Reload (6 shots) Sap 3 lb. Semiautomatic Pistol 2d6 Piercing Ammunition (Range 50/150; Bullet), Reload (15 shots) Vex 3 lb
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Automatic Rifle 2d8 Piercing Ammunition (Range 80/240; Bullet), Burst Fire, Reload (30 shots), Two-Handed Slow 8 lb. Hunting Rifle 2d10 Piercing Ammunition (Range 80/240; Bullet), Reload (5 shots), Two
-Handed Slow 8 lb. Revolver 2d8 Piercing Ammunition (Range 40/120; Bullet), Reload (6 shots) Sap 3 lb. Semiautomatic Pistol 2d6 Piercing Ammunition (Range 50/150; Bullet), Reload (15 shots) Vex 3 lb
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Two-Handed Slow 5 lb. 25 GP Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow — 1 SP Martial Melee
), Heavy, Two-Handed Slow 2 lb. 50 GP Musket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading, Two-Handed Slow 10 lb. 500 GP Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex 3 lb. 250 GP
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Two-Handed Slow 5 lb. 25 GP Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow — 1 SP Martial Melee
), Heavy, Two-Handed Slow 2 lb. 50 GP Musket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading, Two-Handed Slow 10 lb. 500 GP Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex 3 lb. 250 GP
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Two-Handed Slow 5 lb. 25 GP Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow — 1 SP Martial Melee
), Heavy, Two-Handed Slow 2 lb. 50 GP Musket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading, Two-Handed Slow 10 lb. 500 GP Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex 3 lb. 250 GP
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Two-Handed Slow 5 lb. 25 GP Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow — 1 SP Martial Melee
), Heavy, Two-Handed Slow 2 lb. 50 GP Musket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading, Two-Handed Slow 10 lb. 500 GP Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex 3
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Two-Handed Slow 5 lb. 25 GP Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow — 1 SP Martial Melee
), Heavy, Two-Handed Slow 2 lb. 50 GP Musket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading, Two-Handed Slow 10 lb. 500 GP Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex 3
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Two-Handed Slow 5 lb. 25 GP Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow — 1 SP Martial Melee
), Heavy, Two-Handed Slow 2 lb. 50 GP Musket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading, Two-Handed Slow 10 lb. 500 GP Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex 3
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Otiluke’s Freezing Sphere Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a miniature crystal sphere)
Duration: Instantaneous
A frigid globe
streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Otiluke’s Freezing Sphere Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a miniature crystal sphere)
Duration: Instantaneous
A frigid globe
streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Otiluke’s Freezing Sphere Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 300 feet (60 ft. Sphere)
Components: V, S, M (a miniature crystal sphere)
Duration: Instantaneous
A
frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Otiluke’s Freezing Sphere Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 300 feet
Components: V, S, M (a miniature crystal sphere)
Duration: Instantaneous
A frigid globe
streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Otiluke’s Freezing Sphere Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 300 feet (60 ft. Sphere)
Components: V, S, M (a miniature crystal sphere)
Duration: Instantaneous
A
frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Otiluke’s Freezing Sphere Level 6 Evocation (Sorcerer, Wizard) Casting Time: Action
Range: 300 feet (60 ft. Sphere)
Components: V, S, M (a miniature crystal sphere)
Duration: Instantaneous
A
frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hurls a bottle at a specific target in range must make a ranged attack against that target. On a hit, the target takes 7 (2d6) lightning damage. Desk. The toad-shaped paperweight on the desk is an actual
time, but I’m afraid she has worn out her welcome. In exchange for my generosity, I’m hoping you can take her off my hands.
Until our next meeting,
Endelyn
Bottled Lightning. The hag drinks a bottle
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you
—such as a table leg, frying pan, or bottle—as a makeshift weapon, see “Improvised Weapons” in the Rules Glossary. Also see those rules if you wield a weapon in an unusual way, such as using a Ranged
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you
—such as a table leg, frying pan, or bottle—as a makeshift weapon, see “Improvised Weapons” in the Rules Glossary. Also see those rules if you wield a weapon in an unusual way, such as using a Ranged
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you
—such as a table leg, frying pan, or bottle—as a makeshift weapon, see “Improvised Weapons” in the Rules Glossary. Also see those rules if you wield a weapon in an unusual way, such as using a Ranged
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you
—such as a table leg, frying pan, or bottle—as a makeshift weapon, see “Improvised Weapons” in the rules glossary. Also see those rules if you wield a weapon in an unusual way, such as using a Ranged
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you
—such as a table leg, frying pan, or bottle—as a makeshift weapon, see “Improvised Weapons” in the rules glossary. Also see those rules if you wield a weapon in an unusual way, such as using a Ranged
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you
—such as a table leg, frying pan, or bottle—as a makeshift weapon, see “Improvised Weapons” in the rules glossary. Also see those rules if you wield a weapon in an unusual way, such as using a Ranged
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hurls a bottle at a specific target in range must make a ranged attack against that target. On a hit, the target takes 7 (2d6) lightning damage. Desk. The toad-shaped paperweight on the desk is an actual
time, but I’m afraid she has worn out her welcome. In exchange for my generosity, I’m hoping you can take her off my hands.
Until our next meeting,
Endelyn
Bottled Lightning. The hag drinks a bottle
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hurls a bottle at a specific target in range must make a ranged attack against that target. On a hit, the target takes 7 (2d6) lightning damage. Desk. The toad-shaped paperweight on the desk is an actual
time, but I’m afraid she has worn out her welcome. In exchange for my generosity, I’m hoping you can take her off my hands.
Until our next meeting,
Endelyn
Bottled Lightning. The hag drinks a bottle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
rankles them. The slave trade has continued in Amn and elsewhere, and it’s not like other noble houses don’t have skeletons in their closets. But just because of a little family squabble that went public
Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Wandslingers The Last War saw a dramatic increase in the use of magic in battle. Aundair was the first nation to field units of arcane dragoons, but as the war continued cantrip specialists could be
you primarily view your magic as a weapon, or do you hate being forced into combat? Do you have a diverse range of spells, or is your magic largely oriented around combat? A player character is never






