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Returning 35 results for 'bow binding draw class rolls'.
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Monsters
Monster Manual
Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination.
Frost Axe. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Frost Axe
":"damage", "rollAction":"Frost Axe", "rollDamageType":"Cold"} Cold damage.
Great Bow. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Great Bow"}, range 150/600 ft
Magic Items
Dungeon Master’s Guide
bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield’s normal bonus to AC.
Whenever an attacker makes a ranged
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.
While you hold the
drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.
Magic Items
Dungeon Master’s Guide
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strike;Unarmed Strikes to deal 1d8 Slashing
damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.
Curse. Once you don this cursed armor, you can’t doff it unless you
Magic Items
Dungeon Master’s Guide
When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command
, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.
While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.
Magic Items
Dungeon Master’s Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
throws, and spell attack rolls.
Spells. While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
Magic Items
Dungeon Master’s Guide
This rod has the following properties.
Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the
, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
Magic Items
Dungeon Master’s Guide
While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC.
The Shield has the following additional properties that you can use
while holding it.
Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and
Magic Items
Dungeon Master’s Guide
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
.
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
Magic Items
Dungeon Master’s Guide
Initiative rolls and Wisdom (Perception) checks.
Ioun Stone of Fortitude;Fortitude (Very Rare). Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Ioun
Stone of Protection;Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.
Ioun Stone of Regeneration;Regeneration (Legendary). You regain 15 Hit Points at
Equipment
strength to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.
Proficiency feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Strong-Draw. A weapon with the Strong-Draw quality requires great
Monsters
Eberron: Rising from the Last War
magical effects.Multiattack. The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +13;{"diceNotation":"1d20+13
"} force damage.
Soul Binding. Melee Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Soul Binding"} to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7
Equipment
to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.
feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Strong-Draw. A weapon with the Strong-Draw quality requires great strength
Equipment
great strength to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.
Proficiency feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Strong-Draw. A weapon with the Strong-Draw quality requires
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +1 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +3 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +1 bonus to attack and damage rolls made with this
Magic Items
The Book of Many Things
This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit with a ranged attack roll using this magic
bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +3 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +3 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +1 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +3 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +1 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +1 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
magic-items
magic weapon.
Sunshot. While in sunlight, this bow doesn’t need ammunition. If you draw this weapon’s bowstring without nocking an arrow, it produces its own ammunition, automatically
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +3 bonus to attack and damage rolls made with this
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number