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Returning 35 results for 'broken before decide carries reach'.
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Magic Items
Dungeon Master’s Guide
special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell
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
symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a
Spells
Player’s Handbook
any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot
Proficiency Bonus)
Actions
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).
Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
Spells
Player’s Handbook
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
you’re within 5 feet of it.
Actions
Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 15 (2d8
magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave (level 2 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15
Spellcasting to cast Thunderwave (level 2 version).
Unearth Ruins. The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet
Duergar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
":"1d20+4","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"War Pick","rollDamageType":"piercing
Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage
Monsters
Lost Laboratory of Kwalish
of a Vorpal Sword. Shards of a vorpal sword once broken against the devil replace its claws. A successful DC 12 Intelligence (Arcana) or Wisdom (Perception) check identifies them as such. When the
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
Duergar Kavalrachni
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
until it attacks, it casts a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is
Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"War Pick
Monsters
Out of the Abyss
until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
":"1d20+4","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"War Pick","rollDamageType":"piercing
Duergar Stone Guard
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
well as on Wisdom (Perception) checks that rely on sight.King's Knife. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"King"} to hit, reach 5 ft., one target. Hit: 7
Delayed Blast Fireball
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that
Enchanter
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
*
*Enchantment spell of 1st level or higherQuarterstaff. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Quarterstaff"} to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1
the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom saving throw. On a failed save, the
Monsters
Out of the Abyss
concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction
Duergar Xarrorn
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
Lance"} to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: 9 (1d12 + 3);{"diceNotation":"1d12+3","rollType":"damage","rollAction":"Fire Lance
Monsters
Tales from the Yawning Portal
broken, up to 1 hour (as if concentrating on a spell). Any equipment Snurrevin wears or carries is invisible with him.Poison
Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"War Pick
Monsters
Tales from the Yawning Portal
Short or Long Rest). The spy magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the spy wears or carries is invisible with it.
Poison
attains the maximum size possible in the space available.
Shortsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Shortsword"} to hit, reach 5 ft., one target. Hit
Monsters
Out of the Abyss
spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
possible in the space available.
War Pick. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation
Duergar Warlord
Legacy
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Monsters
Mordenkainen’s Tome of Foes
casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Scouring Instruction. When an ally
it is available.
Psychic-Attuned Hammer. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Psychic"} to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation
Monsters
Waterdeep: Dungeon of the Mad Mage
Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.This creature used to be two separate duergar, a
action.
War Pick. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"War Pick"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType
Duergar Soulblade
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
wears or carries is invisible with it.
Soulblade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soulblade"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3
duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar
Monsters
Out of the Abyss
concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Parry. Horgar adds 2 to his AC against one melee attack that would hit him. To do so, Horgar must see the attacker and be wielding a melee weapon.
","rollAction":"2 Warhammer"} to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6);{"diceNotation":"1d8+6","rollType":"damage","rollAction":"2 Warhammer","rollDamageType":"bludgeoning"} bludgeoning damage, or 11
Duergar Mind Master
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Mind Mastery.
Mind-Poison Dagger. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Mind"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3
":"1d6","rollType":"recharge","rollAction":"Invisibility"}. The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken
Magic Items
Tales from the Yawning Portal
is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must
Monsters
Tales from the Yawning Portal
concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Nimira wears or carries is invisible with her.
Poison
","rollType":"to hit","rollAction":"Greatsword"} to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing
Monsters
Waterdeep: Dungeon of the Mad Mage
":"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
(Recharges after a Short or Long Rest). Valtagar magically turns invisible for up to 1 hour or until he attacks, he casts a spell, he uses his Enlarge, or his concentration is broken (as if concentrating on
Monsters
Storm King's Thunder
","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
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
spells
Xanathar's Guide to Everything
is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the
, it reverts to its original form, and any remaining damage carries over to that form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
Monsters
Fizban's Treasury of Dragons
+5", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3);{"diceNotation":"3d8+3", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"bludgeoning
speed of 0.When a metallic dragon grows attached to a settlement of smaller folk—often after dwelling there for a time in Humanoid form—the dragon might decide to create a metallic
Magic Items
Tales from the Yawning Portal
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove
curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one
Magic Items
Tales from the Yawning Portal
. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove
curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one
Monsters
Waterdeep: Dragon Heist
Dwarven Resilience. Thorvin has advantage on saving throws against poison.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Club"} to hit, reach 5 ft., one
Harper spies in Skullport and elsewhere.
Thorvin wears iron-rimmed spectacles and carries a large, heavy wrench that doubles as a club. He also carries mason's tools, smith's tools, and thieves' tools, and has proficiency with all three.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Stone guards are elite troops deployed in small numbers to bolster war bands of
":"Shortsword"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage", "rollAction":"Shortsword", "rollDamageType":"piercing"} piercing damage, or 11 (2d6 + 4
Monsters
Mordenkainen Presents: Monsters of the Multiverse
broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted, the mount is invisible as well. The invisibility ends
Pick"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"War Pick", "rollDamageType":"piercing"} piercing damage plus 5 (2d4);{"diceNotation






