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Returning 35 results for 'bow before dagger combat remove'.
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bow before dagger combat resolve
bow before dagger combat recover
bow before dagger combat remote
bow before dagger combat removed
bow before dagger combat revolve
Monsters
Monster Manual
against spells and other magical effects.Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15
magically returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet
Magic Items
Dungeon Master’s Guide
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength
Spells
Player’s Handbook
. 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
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Classes
Player’s Handbook
’s Tools or Musical Instrument
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 5 Dagger;Daggers, Artisan’s Tools or Musical Instrument chosen for the tool
proficiency above, Explorer's Pack, and 11 GP; or (B) 50 GP
Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of
Equipment
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Classes
Player’s Handbook
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
Magic Items
Forgotten Realms: Adventures in Faerûn
your allies. In combat, the wonder 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
stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action
Magic Items
Forgotten Realms: Heroes of Faerûn
and your allies. In combat, the wonder 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
is wound again.
Flying Wonder (Common). An activated flying wonderuses the Flying Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count
Monsters
Waterdeep: Dragon Heist
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: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while
Monsters
Planescape: Adventures in the Multiverse
damage if it fails.Multiattack. The null makes two Force Dagger attacks.
Force Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Force Dagger"} to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Force Dagger", "rollDamageType":"piercing"} piercing damage plus 13 (3d8
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
","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Bhaal’s cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are
Monsters
Baldur’s Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action.
Focus. If Rilsa damages a creature with a weapon attack, she gains advantage
","rollDamageType":"piercing"} piercing damage.
Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one
Monsters
Baldur’s Gate: Descent into Avernus
self, sanctuaryMultiattack. The reaper makes two dagger attacks and uses Shroud Self.
Dagger. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Dagger"} to
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
Monsters
The Wild Beyond the Witchlight
Special Equipment. Zarak carries a potion of invisibility.Multiattack. Zarak makes two Dagger attacks.
Dagger. Melee 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":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage, plus
Monsters
The Wild Beyond the Witchlight
Special Equipment. Warduke wears a dread helm (see appendix A) and wields a flame tongue longsword.Multiattack. Warduke makes three Flame Tongue or Dagger attacks.
Flame Tongue. Melee Weapon Attack
hands, plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Flame Tongue","rollDamageType":"fire"} fire damage if the weapon is aflame.
Dagger. Melee or Ranged Weapon Attack: +6
Monsters
Baldur’s Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action.
Dagger Thrower. Nine-Fingers adds double her proficiency bonus to the
damage she deals on ranged attacks made with daggers (already factored into her attacks).Multiattack. Nine-Fingers attacks three times with her daggers.
Dagger. Melee or Ranged Weapon Attack: +7
Monsters
The Wild Beyond the Witchlight
Special Equipment. Elkhorn wields a Longsword, +1;+1 longsword.Multiattack. Elkhorn makes two Dagger or +1 Longsword attacks.
Dagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3
","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing
Monsters
Waterdeep: Dungeon of the Mad Mage
and mage armor spells on itself before combat.
He doesn't need material components to cast any of his prepared spells.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to
hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing
Equipment
A Concealed Blade is a dagger built into a mechanism hidden within a bracer or gauntlet. When you roll Initiative, you can make a Dexterity (Deception) check opposed by others’ Wisdom
(Perception) checks. You have Advantage on the first attack made in the first round of combat against any enemy who failed their check.
Magic Items
Tomb of Annihilation
This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
The armor improves your combat readiness, granting you a +5 bonus to
, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
Monsters
Baldur’s Gate: Descent into Avernus
.
Magic Resistance. The death's head has advantage on saving throws against spells and other magical effects.Multiattack. The death's head uses Stunning Gaze and makes two dagger attacks.
Dagger. Melee
. They are 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
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of
devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti — a sahuagin that physically resembles an aquatic elf in
Monsters
Acquisitions Incorporated
.
Dagger. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Dagger"} to 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.Uncanny Dodge. Viari halves the damage that he takes from an attack that hits him. He must be able to see the
Equipment
Combat
Utility
Whimsy
6
0
9
Spirit root is called such because many Obojimans believe that if you leave it under your pillow at night it will remove any bad spirits&mdash
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of the Shark. Sahuagin worship the shark god Sekolah. Only
maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near
Monsters
Spelljammer: Adventures in Space
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","rollType
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Parrying Dagger, you must take the Advanced Weapon
remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
Monsters
The Wild Beyond the Witchlight
not incapacitated.
Special Equipment. Molliver wears leather, +1; +1 leather armor and boots of levitation.Multiattack. Molliver makes two Dagger or Shortsword attacks, or one of each.
Dagger. Melee
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
Monsters
Out of the Abyss
invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*Vizeran mind blank, stoneskin and mage armor spells on itself before combat.
Sunlight
","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing
Monsters
Acquisitions Incorporated
Mechachimera. In addition to defeating the construct in combat, characters can pull out its charged disks to hinder its attacks. With a successful DC 12 Wisdom (Perception) check, any character
Hand) check can remove a disk, causing one head to power down and preventing it from making attacks. If the dragon head is disabled, the creature loses its Fire Breath. If the goat head is disabled
Monsters
Tomb of Annihilation
spells on herself before combat.
Death Curse. Syndra’s hit point maximum has been reduced to 79 by the Soulmonger’s death curse, and it decreases by 1 every midnight. If her hit point
the attrition and restore her hit point maximum to normal.Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20
Fighter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
Specialists
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of
exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.
A dwarf in chain mail interposes his shield between the ogre’s club
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery
.
Mind-Poison Dagger. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Mind-Poison Dagger"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The orthon has advantage on saving throws against spells and other magical effects.Infernal Dagger. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit
", "rollAction":"Infernal Dagger"} to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6);{"diceNotation":"2d4+6", "rollType":"damage", "rollAction":"Infernal Dagger", "rollDamageType":"force"} force damage, and the
Monsters
The Wild Beyond the Witchlight
, protection from evil and good
1/day each: lesser restoration, remove curse, zone of truthProtect Another. When a creature Strongheart can see attacks another creature that is within 5 feet of him
good.”
Combat Notes
Strongheart prefers to fight with Steel, his trusty sword. His favorite use of the command spell is to compel a foe to “Yield!” (which has the same effect as






