Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'can wagons rules'.
Other Suggestions:
can weapons rolls
can weapons runes
can weapons rules
can weapons rites
can weapons rulers
Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
Equipment
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use
the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
Spells
Player’s Handbook
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
can see. Failure: The target has the Frightened condition until the end of your next turn.
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied
Monsters
Quests from the Infinite Staircase
damage the leprechaun, force the leprechaun to make a saving throw, or steal from the leprechaun.Multiattack. The leprechaun makes two Cobbler’s Hammer attacks and can use Spellcasting
magically gifts the target a measure of luck. The creature gains the leprechaun’s Astonishing Luck reaction. The creature can use the reaction three times, after which this gift goes away. The
Equipment
Is it any wonder adventurers flock to the Dalelands? It’s not just the majestic forests and flavorful ale; here, everyone minds their own business. These wagons, popularized by adventurers
current and retired, can be found from Thunder Pass to Dragon’s Reach.
This vehicle is a Wagon (see the Player’s Handbook) covered by durable canvas. A creature has Three-Quarters Cover while riding inside this vehicle.
Magic Items
Mythic Odysseys of Theros
The chariot’s riders and creatures pulling the chariot gain a +1 bonus to their AC.
If this magic chariot is pulled by one or more flying creatures, it too can fly.
CHARIOTS
Chariots and
the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player’s Handbook, but with the following differences:
Mounting or dismounting a chariot
Monsters
Planescape: Adventures in the Multiverse
"} force damage.
Power of Authority. The law bender targets a creature it can see within 60 feet of itself. The target must succeed on a DC 16 Intelligence saving throw or take 10 (3d6);{"diceNotation
turns, it can repeat the saving throw, ending the incapacitated condition on itself on a success. A target that succeeds on the saving throw becomes immune to this law bender’s Power of Authority
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ship’s hull, attack out of jealousy, or worse.
The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired.
Gray Render Quirks
ground
8
Attacks carts and wagons as if they were terrible monsters
9
Howls when it rains
10
Whines piteously in the dark
11
Buries treasure it finds
12
Chases birds, leaping into the air to catch them, heedless of the destruction it causes
Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Icy Doom. When the cultist dies, its corpse freezes for 9 days, during which time it can’t be
Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of an ice prison from which he cannot escape.
Most of the cultists are Icewind Dale natives who would
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
advantage on Dexterity saving throws, and the rider can force an attack targeted at its mount to target the rider instead.
Undead Fortitude. If damage reduces the rider to 0 hit points, it must make
makes two Axe attacks. It can replace one of these attacks with Fell Glare.
Axe. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":""} to hit, reach 5 ft., one target
Monsters
Icewind Dale: Rime of the Frostmaiden
, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead.Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
","rollDamageType":"piercing"} piercing damage.The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the
Monsters
The Wild Beyond the Witchlight
Cunning Action. On each of her turns, Raezil can use a bonus action to take the Dash, Disengage, or Hide action.
Fey Ancestry. Raezil has advantage on saving throws against being charmed, and magic
can’t put her to sleep.
Sneak Attack (1/Turn). Raezil deals an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Sneak Attack"} damage when she hits a target with a weapon
Equipment
Fungal Clothing, you automatically succeed on saving throws against the effects of extreme cold. See chapter 3 of the Dungeon Master's Guide for rules on extreme cold. One pound of fungus is sewn into
Fungal Clothing. This fungus can be eaten as food. Once all the fungus is consumed, this becomes a mundane set of Traveler's Clothes.
Monsters
The Book of Many Things
damage if he fails, provided he doesn’t have the incapacitated condition.
Nimbleness. Delour can move through the space of a Medium or larger creature.
Regeneration. Delour regains 10 hit points
"} poison damage.Delour the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Boss Augustus;Augustus. Delour’s honeyed words and calculating mind make
Monsters
Curse of Strahd
power of magical foresight. In the guise of Madam Eva, she uses this ability to help Strahd. She can send her Vistani out in their wagons to visit other worlds and bring adventurers to Strahd’s
":"1d4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Curse (Recharges after a Long Rest). Madam Eva targets one creature that she can see within 30 feet of her
Monsters
Spelljammer: Adventures in Space
object.
Crew of the Last Breath. The following rules apply to Agony the ghost:
As long as the Last Breath has at least 1 hit point, the ghost can’t be permanently slain. If the ghost is reduced
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.Multiattack. The kruthik makes two Stab or Spike attacks..
Stab. Melee
":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the
Monsters
Fizban's Treasury of Dragons
explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8
Amphibious. The dragon turtle can breathe air and water.Multiattack. The dragon turtle makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType
Magic Items
Princes of the Apocalypse
A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For
remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage
Monsters
Quests from the Infinite Staircase
Legendary Resistance (2/Day). If Nafik fails a saving throw, he can choose to succeed instead.
Magic Resistance. Nafik has advantage on saving throws against spells and other magical effects
heart.Multiattack. Nafik can use his Dreadful Glare and makes one Rotting Fist or Unholy Beam attack.
Rotting Fist. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
feet, to a minimum speed of 5 feet. The reduction lasts until the start of the high fae’s next turn.
Tripping Feint. The high fae targets one Large or smaller creature it can see within 10 feet
, provided it can see the attacker. After the attack hits or misses, the high fae then makes one Fae Claymore attack against the attacker.High fae kindguards have spent centuries perfecting their martial
Monsters
Van Richten’s Guide to Ravenloft
Metabolic Control. At the start of each of its turns, the inquisitor regains 10 hit points and can end one condition on itself, provided the inquisitor has at least 1 hit point.Multiattack. The
inquisitor attacks twice with its Silver Longsword. After it hits or misses with an attack, the inquisitor can teleport up to 30 feet to an unoccupied space it can see.
Silver Longsword. Melee Weapon
Monsters
Fizban's Treasury of Dragons
making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
Amphibious. The dragon turtle can breathe air and water.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 11 (1d12
Monsters
Van Richten’s Guide to Ravenloft
":"Silver Longsword","rollDamageType":"force"} force damage.
Mind Fire. The inquisitor targets one creature it can see within 120 feet of it. The target must succeed on a DC 15 Intelligence saving
":"recharge","rollAction":"Inquisitor's Command"}. Each creature of the inquisitor’s choice that it can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw or be charmed until
Monsters
Curse of Strahd
Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chattering. A creature that hears the sounds can tell they are imitations with a
Only). The wereraven makes two weapon attacks, one of which can be with its hand crossbow.
Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Blinding Rot", "rollDamageType
amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollAction":"Fae Blade", "rollDamageType":"force"} force damage.
Vexing Prank. The high fae targets one creature it can see within 60 feet of itself with a magical trick. The target must make a DC 18 Wisdom
regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollType":"recharge", "rollAction":"Negotiate Life"}. The high fae enacts a magical bargain, siphoning energy from its opponents to heal its wounds. The high fae targets up to three creatures it can see
, mirror imageFae Counterspell. The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6);{"diceNotation":"3d6






