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Returning 35 results for 'call remaining granting to have rolls'.
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Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.
Spells
Player’s Handbook
is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.
Luck. If the weapon is on your person
, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be
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
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
Magic Items
Dungeon Master’s Guide
.
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
detrimental property
Spells. While the sword is on your person, you can cast the following spells (save DC 18) from it:
Call Lightning
Divine Word
Finger of Death
Once you use the sword to
Monsters
Strixhaven: A Curriculum of Chaos
Regeneration. As long as the pledgemage has at least 1 hit point remaining, the pledgemage regains 5 hit points at the start of its turn.
Verdant Talisman. At the end of a 10-minute ritual, the
1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Verdant Talisman"} to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until the pledgemage conducts
Monsters
Waterdeep: Dragon Heist
doesn't impose disadvantage on Soluun's ranged attack rolls with a pistol. In addition, Soluun ignores half cover and three-quarters cover when making ranged attacks with a pistol.
In addition to his
weapons, he carries four packets of smokepowder and a pouch containing twenty pistol bullets.
He wears a pair of drow-made boots of elvenkind granting advantage on Dexterity (Stealth) checks that rely on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollAction":"Longbow"} to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.
Call
to Honor (1/Day). If the commander has taken damage during this combat, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1;{"diceNotation":"1d4+1","rollType":"roll
Monsters
Van Richten’s Guide to Ravenloft
afflicts the limbs of jiangshi, causing them to hold their arms rigidly and to walk with a stiff gait. This, along with their flight, lead many to call them hopping vampires.
By day, jiangshi lurk
within their tombs and hidden ruins to avoid the attention of the living. At night, they emerge to drain life from other creatures, these vital energies sustaining their unnatural existences and granting
Spells
Elemental Evil Player's Companion
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following
strong wind.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Monsters
Bigby Presents: Glory of the Giants
Alert. The giant can’t be surprise;surprised, and it has advantage on initiative rolls.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a
inscribed on a crystal ball. While the object bearing the rune is embedded in its body, the giant can use its Tempest Call action and its Scrying trait.
The object bearing the storm rune has AC 17; 50 hit
Spells
Xanathar's Guide to Everything
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great
of 120 feet.
You make Strength-based attack rolls with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your
Magic Items
Guildmasters’ Guide to Ravnica
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon
call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
’ wrath, she cursed every member of his house. The seelie fey’s true name has been stricken from history, but the stories call him Dubh Catha (“Dark Crow” in Common), and other Fey
Monsters
The Wild Beyond the Witchlight
rolls but loses its other properties; on a 20, it regains 1d8 + 2;{"diceNotation":"1d8+2","rollType":"roll","rollAction":"Regain Charges"} charges.Multiattack. Ringlerun makes three Staff of Power or
attack at range using his staff’s formidable spells (cone of cold being his favorite).
Valor's Call
The noble adventuring party known as Valor’s Call was founded by Strongheart, a
Monsters
Strixhaven: A Curriculum of Chaos
","rollType":"roll","rollAction":"Verdant Talisman"} to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until the apprentice conducts another ritual to bestow another
by what they call life essence: the ubiquitous energy that runs through living things.
Witherbloom students learn how to concoct magical potions and talismans, in addition to their spellcasting
Monsters
Tales from the Yawning Portal
takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits White Maw is destroyed after
), the Red Wizards experiment with a process to create sentient oozes. The creature they call White Maw is one of their early achievements—a gray ooze of enormous size that has intelligence and
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
in size, along with anything it is wearing or carrying. While the veil keeper is augmented, attack rolls against it have disadvantage, it is Large, and it makes Strength and Dexterity saving throws
attack, the veil keeper surrounds the creature with illusory mist, granting the creature half cover until the start of the veil keeper’s next turn.Masters of their innate illusory powers, irda
Monsters
Bigby Presents: Glory of the Giants
giant’s commands. The wolves gain a +6 bonus to their attack and damage rolls while they are within 30 feet of the giant. The wolves disappear after 1 minute, when the giant dies, or when the
giant uses this action again.Ice Armor (Requires Frost Rune). When a creature the giant can see makes an attack roll against it, the giant can form a coat of ice around itself, granting it a +6 bonus to
Magic Items
Acquisitions Incorporated
.
Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on
attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.
Fold Space. Choose a space you can see within 60 feet of you (no action
Magic Items
The Book of Many Things
You gain a +1 bonus to attack and damage rolls made with this magic war pick. It has the following special properties:
Meld into Stone. You can cast the Meld into Stone spell from this war pick
points, you can expend 1 charge from the war pick to have that creature make a DC 15 Constitution saving throw. On a failed save, the creature has the petrified condition for 8 hours. When the war pick has no charges remaining, it loses this property.
Monsters
Vecna: Eve of Ruin
Heatsink. When Glaive takes cold damage, her Overdrive immediately recharges.
Pack Tactics. Glaive has advantage on attack rolls if at least one ally is within 5 feet of the creature she’s
, and fellow blades don’t dare call her anything else. Mournland adventurers, however, refer to the terrifying commander by another name: Kill Switch.PoisonOverdrive (Recharges after Finishing a
Magic Items
Bigby Presents: Glory of the Giants
bonus to attack and damage rolls made with it. On a hit, the adze deals an additional 3d12 force damage. It also deals double damage to objects and structures.
Divine Mattock. As an action, you can call
Monsters
Mordenkainen Presents: Monsters of the Multiverse
on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
(Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are
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
target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.
Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks
, Plants, and Undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is
Monsters
Acquisitions Incorporated
":"Greatsword"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage. Whenever Donaar rolls a 1
once like. As such, Donaar has learned that no amount of bravado and compensation is too much — provided he leaves no openings for strangers to call him on it. By the same token, strangers quickly
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.
Hooves. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to
of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks while they
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.
Psychic-Attuned
", "rollAction":"Javelin", "rollDamageType":"piercing"} piercing damage while under the effect of Enlarge.
Call to Attack. Up to three allies within 120 feet of this duergar that can hear it can each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks
Undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory
Monsters
Baldur’s Gate: Descent into Avernus
the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollDamageType":"necrotic"} necrotic damage, and
with opposition, he orders the white abishai;abishai to attack. Arkhan can also use a bonus action to call forth Asojano, a chimera lairing in the depths of the colossal dragon skull.Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Baphomet
Legacy
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Monsters
Out of the Abyss
effects.
Magic Weapons. Baphomet’s weapon attacks are magical.
Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls
reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the
Monsters
Waterdeep: Dungeon of the Mad Mage
initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:
The lich rolls a d8 and regains a spell
takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
The lich calls forth the spirits of
Monsters
Curse of Strahd
; Exethanter can’t use the same effect two rounds in a row:
Exethanter rolls a d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Spell Slot Level"} and regains a spell slot of that level or
remaining damage. This tether lasts until initiative count 20 on the next round or until Exethanter or the target is no longer in the Exethanter’s lair.
Exethanter calls forth the spirits of
Monsters
Tomb of Annihilation
one of the following magical effects; the lich can’t use the same effect two rounds in a row:
The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell
damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until