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Returning 35 results for 'breakers being deal chapter removed'.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Deal Breakers Regardless of how they otherwise conduct themselves, the characters will see their mission end in failure, or at least be seriously compromised, if they perform any of these deeds. Free
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Deal Breakers Regardless of how they otherwise conduct themselves, the characters will see their mission end in failure, or at least be seriously compromised, if they perform any of these deeds. Free
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Deal Breakers Regardless of how they otherwise conduct themselves, the characters will see their mission end in failure, or at least be seriously compromised, if they perform any of these deeds. Free
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Properties of the Hand. When you are attuned to the hand, your alignment is Neutral Evil
Magic Items
Stranger Things: Welcome to the Hellfire Club
. The effect ends early if the hat is removed, or immediately after you make an attack roll, deal damage, or cast a spell.
Erinyes
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Hellish Weapons","rollDamageType":"poison"} poison damage
poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes
Erinyes (Rope Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Hellish Weapons","rollDamageType":"poison"} poison damage
poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.
Rope of Entanglement. Some erinyes carry a rope of entanglement (detailed in the Dungeon Master’s
Monsters
Out of the Abyss
Viln’s attacks with the weapon are +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Scimitar of Speed"} to hit and deal 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage
","rollAction":"Scimitar of Speed","rollDamageType":"slashing"} slashing damage on a hit.
Poisoned Daggers. Viln carries four daggers coated with purple worm poison (see “Poisons” in chapter 8 of
Erinyes (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Hellish Weapons","rollDamageType":"poison"} poison damage
poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.
Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning.
An erinyes
Drow Poison (Injury)
Legacy
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Equipment
This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for
it awake.
Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or
Monsters
Lost Laboratory of Kwalish
devil rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra 6d8;{"diceNotation":"6d8","rollType":"damage","rollAction":"Shards of a
decide that the target is too large for its head to be cut off by the devil’s claws. If removed, the shards lose their magical powers.
Local Teleportation-Field Bracelets. Local teleportation
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
Monsters
Eberron: Rising from the Last War
throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to
magic-items
magic weapons. These weapons deal piercing damage instead of their usual damage type.
Chomp. When you engage in two-weapon fighting using these two weapons and hit the same target with both weapons
, the attack you make with your second weapon deals an additional 1d8 damage.
Optional Attunement. You can choose to attune to a pair of jaw breakers. They count as a single magic item with regard to