Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'breath before doesn curse range'.
Other Suggestions:
breathe before doesn cause range
breathe before doesn course range
break before doesn curse range
breathe before doesn corpse range
beneath before doesn cause range
Feats
Player’s Handbook
attacks with weapons ignore Half Cover and Three-Quarters Cover.
Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.
Long Shots. Attacking at long range doesn’t impose Disadvantage on your attack rolls with Ranged weapons.
Feats
Player’s Handbook
maximum of 20.
Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.
Casting in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your
attack rolls with spells.
Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell’s range by 60 feet.
Monsters
Monster Manual
every 24 hours and doesn’t return to normal after finishing a Long Rest. If the curse reduces the target’s Hit Point maximum to 0, the curse ends, and instead of dying, the target
Monsters
Monster Manual
(2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"bite", "rollDamageType":"Fire"} Fire damage. Being underwater doesn’t grant Resistance to this Fire damage.
Tail. Melee Attack Roll
":"Bludgeoning"} Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
Steam Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Steam
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra
.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8
Monsters
Monster Manual
Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
":"Bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a Large or smaller creature, it has the Prone condition.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra
.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8
Monsters
Monster Manual
Pack Tactics. The hound has Advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally doesn’t have the
"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 17 (5d6
Monsters
Monster Manual
Regeneration. The revenant regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn’t function at the start of its next turn. Its
body is destroyed only if it starts its turn with 0 Hit Points and doesn’t regenerate.
Undead Restoration. If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil
Monsters
Monster Manual
", "rollAction":"Steam Breath", "rollDamageType":"Fire"} Fire damage, and the target’s Speed decreases by 10 feet until the end of the mephit’s next turn. Success: Half damage only. Failure or Success: Being underwater doesn’t grant Resistance to this Fire damage.Fire, Poison
":"Claw", "rollDamageType":"Slashing"} Slashing damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Fire"} Fire damage.
Steam Breath (Recharge 6
Spells
Player’s Handbook
You place a curses;curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose
on a later turn to curse a new creature.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours).
Monsters
Monster Manual
Pack Tactics. The werewolf has Advantage on an attack roll against a creature if at least one of the werewolf’s allies is within 5 feet of the creature and the ally doesn’t have the
, it instead becomes a Werewolf under the DM’s control and has 10 Hit Points. Success: The target is immune to this werewolf’s curse for 24 hours.
Scratch. Melee Attack Roll: +5
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
damage plus 4 (1d8);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Monster Manual
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement
damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Cold"} Cold damage.
Cold Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
Magic Items
Dungeon Master’s Guide
.
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
Monsters
Monster Manual
"}, reach 10 ft. or range 120 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Draconic Strike", "rollDamageType":"Slashing"} Slashing damage plus 17 (5d6);{"diceNotation
.
Conjured Dragon’s Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"s Breath"}. Dexterity Saving Throw: DC 18, each creature in a 90-foot Cone. Failure: 27 (6d8
Monsters
Monster Manual
damage.
Ice Throw. Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Ice Throw"}, range 60/240 ft. Hit: 12 (2d4 + 7);{"diceNotation":"2d4+7", "rollType":"damage
’s Chilling Gaze for 1 hour.
Cold Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cold Breath"}. Constitution Saving Throw: DC 18, each creature in a 30-foot Cone
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll
Monsters
Monster Manual
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Fiery Bolt"}, range 120 ft. Hit: 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Fiery Bolt", "rollDamageType":"Fire
"} Fire damage.
Poison Breath (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Poison Breath"}. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55
Monsters
Monster Manual
Escape"} days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage on ability checks and saving throws, and the
+14", "rollType":"to hit", "rollAction":"Spectral Claw"}, reach 10 ft. or range 60 ft. Hit: 17 (3d6 + 7);{"diceNotation":"3d6+7", "rollType":"damage", "rollAction":"Spectral Claw", "rollDamageType
Monsters
Monster Manual
becomes a Werebear under the DM’s control and has 10 Hit Points. Success: The target is immune to this werebear’s curse for 24 hours.
Handaxe (Humanoid or Hybrid Form Only). Melee or Ranged
Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Handaxe"}, reach 5 ft or range 20/60 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Handaxe
Monsters
Monster Manual
becomes a Wererat under the DM’s control and has 10 Hit Points. Success: The target is immune to this wererat’s curse for 24 hours.
Scratch. Melee Attack Roll: +5;{"diceNotation":"1d20+5
Crossbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Hand Crossbow"}, range 30/120 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3
Monsters
Monster Manual
becomes a Weretiger under the DM’s control and has 10 Hit Points. Success: The target is immune to this weretiger’s curse for 24 hours.
Scratch. Melee Attack Roll: +5;{"diceNotation":"1d20+5
.
Longbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Longbow"}, range 150/600 ft. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2
Monsters
Monster Manual
a Wereboar under the DM’s control and has 10 Hit Points. Success: The target is immune to this wereboar’s curse for 24 hours.
Javelin (Humanoid or Hybrid Form Only). Melee or Ranged
Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Javelin"}, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Javelin
Monsters
Monster Manual
Pack Tactics. The warrior has Advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally doesn’t have the
Incapacitated condition.Spear. Melee or Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Spear"}, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1", "rollType":"damage", "rollAction":"Spear", "rollDamageType":"Piercing"} Piercing damage.
Spells
Player’s Handbook
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
Choose
spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.
Monsters
Monster Manual
Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally doesn’t have the
":"to hit", "rollAction":"Dagger"}, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Dagger", "rollDamageType":"Piercing"} Piercing damage.
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
death. Should you issue a suicidal command, the spell ends.
A Remove Curse,Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot
Spells
Player’s Handbook
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a
new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Spells
Player’s Handbook
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was
or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
Spells
Player’s Handbook
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll
1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
1d10
Behavior for the Turn
1
The target doesn’t take an action, and it
Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
telepathy.Multiattack. The sahuagin makes two Spectral Jaws attacks.
Spectral Jaws. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spectral Jaws"}, reach 5 ft. or range 120
Magic Items
Dungeon Master’s Guide
Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
wielder doesn’t share this goal.
Destroying Whelm. Whelm can be dissolved in the acidic bile of a recently slain ancient black dragon. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan.
Monsters
Monster Manual
Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough’s allies is within 5 feet of the creature and the ally doesn’t have the
":"Mace", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Heavy Crossbow. Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Heavy Crossbow"}, range 100/400 ft. Hit
Monsters
Monster Manual
Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin’s allies is within 5 feet of the creature and the ally doesn’t have the
":"damage", "rollAction":"Longsword", "rollDamageType":"Slashing"} Slashing damage.
Longbow. Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Longbow"}, range 150/600 ft






