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Returning 35 results for 'bow broken drawn cause 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
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.
Spells
Player’s Handbook
You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed
save or half as much damage on a successful one.
On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as
Magic Items
Dungeon Master’s Guide
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties
is used, it can’t be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action
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.
Spells
Player’s Handbook
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Magic Items
Dungeon Master’s Guide
saving throw, or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure
Magic Items
Dungeon Master’s Guide
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of
on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Spells
Player’s Handbook
the Prone condition, and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You
Magic Items
Dungeon Master’s Guide
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear
+2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage
Spells
Player’s Handbook
you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
Disappearance of the Familiar. When the familiar
forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into
Magic Items
Dungeon Master’s Guide
. The weapon uses your attack roll and adds your ability modifier to damage rolls.
While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of
you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.
After the hovering weapon attacks for the fourth time, it flies back to you and
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
Spells
Player’s Handbook
.
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possession;possessed by or gain the Charmed or Frightened condition
from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting
Magic Items
Dungeon Master’s Guide
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
.
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
action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct
route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this property
Spells
Player’s Handbook
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
Disadvantage on attack rolls and ability checks.
Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
.
Moonblade Properties
1d100
Property
01-60
Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.
61
Magic Items
Stranger Things: Welcome to the Hellfire Club
Crude metal spikes adorn this magic Shield. It has the following properties that you can use while holding it.
Shield Bash. When you take the Attack action, you can make one of the attack rolls
Strength modifier.
Spike Salvo. As a Magic action, you can cause spikes to erupt from the Shield in a 30-foot Cone. Each creature in the Cone makes a DC 13 Dexterity saving throw, taking 3d6 Piercing
Magic Items
Eberron: Forge of the Artificer
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you can take a Bonus Action to cause it to shed Bright Light in a 30-foot radius and Dim Light for an
Monsters
Baldur’s Gate: Descent into Avernus
Elturel. He sees his cause as a noble one — fighting the demons whose chaos marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands.Necrotic, PoisonBludgeoning, Piercing, and Slashing from Nonmagical AttacksRadiant
Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. Even as an undead, Gideon remains his mistress's most loyal servant in
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
Equipment
ground (their keels would cause them to tip to one side). Standard weapons on a hammerhead ship include fore and aft mangonels, a ballista, and a reinforced bow for ramming.
Magic Items
Mythic Odysseys of Theros
. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon’s long range. Additionally, Ephixis scores a critical hit on a d20
Nylea wields the shortbow Ephixis, the bow whose arrows herald the turning of the seasons. Nylea is quick to let her favored followers borrow her bow, particularly when they intend to use it to
Compelled Duel
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine
demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away
Monsters
Storm King's Thunder
Amphibious. Hekaton can breathe air and water.Multiattack. Hekaton makes two attacks with his broken chains.
Broken Chain. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit
","rollAction":"Broken Chain"} to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9);{"diceNotation":"3d6+9","rollType":"damage","rollAction":"Broken Chain","rollDamageType":"bludgeoning"} bludgeoning damage
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
of itself. It also has advantage on attack rolls against creatures that have cast a spell since the end of the witchstalker’s last turn.Multiattack. The witchstalker makes two Bite attacks
one Bite attack against the creature.Twice the size of their ordinary kin, witchstalkers are giant wolves drawn to sources of magic by their supernatural sense of smell. As a result, the moors and
Magic Items
Bigby Presents: Glory of the Giants
rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the
instant after it hits or misses a target.
The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.
Curative Arrow
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
":"1d6", "rollType":"damage", "rollAction":"Magic Mockery", "rollDamageType":"psychic"} psychic damage and have disadvantage on attack rolls and ability checks until the start of the faerie’s next
are tiny thieves who steal whatever they can lay their hands on to cause confusion and consternation. A faerie borrower stands less than six inches tall, with blue or blue-gray skin and wings resembling
Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised
blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the
Duergar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in
.
Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour
Holy Avenger
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You gain a +3 bonus to attack 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
Monsters
Mythic Odysseys of Theros
damage. In addition, each magic item the creature is carrying that isn't an artifact has its magical properties suppressed for 1 minute.Woe striders form from the souls of those who've broken the bonds of
them to search for answers within the bowels of other beings, performing murderous haruspicy in pursuit of their discarded cosmic purpose. When they fail to find answers, their unnatural cries cause reality to shudder, undermining magic and sane minds alike.
Monsters
Mythic Odysseys of Theros
Blurred Form. Attack rolls against the eidolon are made with disadvantage unless the eidolon is incapacitated.
Incorporeal Movement. The eidolon can move through other creatures and objects as if
disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants.
Of the
Heat Metal
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is






