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Returning 35 results for 'carrying weapons roll'.
Spells
Player’s Handbook
unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item
category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes
Magic Items
Dungeon Master’s Guide
. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition
, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.
While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.
Equipment
Proficiency with a Light Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
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
following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Monsters
Monster Manual
Beast of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity.Hooves. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
Equipment
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
following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Monsters
Monster Manual
Pack Tactics. The jackalwere has Advantage on an attack roll against a creature if at least one of the jackalwere’s allies is within 5 feet of the creature and the ally doesn’t have the
Incapacitated condition.Multiattack. The jackalwere makes two Rend or Slam attacks.
Rend (Jackal or Hybrid Form Only). Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
Monsters
Monster Manual
Multiattack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack.
Bite (Bear or Hybrid Form Only). Melee Attack Roll: +7
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
Multiattack. The wererat makes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite attack.
Bite (Rat or Hybrid Form Only). Melee Attack Roll: +5
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
Monsters
Monster Manual
can use Spellcasting to cast Suggestion if available.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4
"} Poison damage.
Poison Ray (Yuan-ti Form Only). Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Ray"}, range 120 ft. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3
Monsters
Monster Manual
Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects.Sting. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Sting
same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.Fire, PoisonCold
Monsters
Monster Manual
least 1 Hit Point.Multiattack. The slaad makes two Chaos Claw attacks.
Chaos Claw. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Chaos Claw"}, reach 10 ft. Hit: 9
":"Chaos Claw", "rollDamageType":"Necrotic"} Necrotic damage. Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll
Monsters
Monster Manual
least 1 Hit Point.Multiattack. The slaad makes three Chaos Staff attacks.
Chaos Staff. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Chaos Staff"}, reach 10
, the target has a condition determined by rolling 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Staff"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4
Monsters
Monster Manual
with a use of Spellcasting.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach 10 ft. Hit: 10 (1d12 + 4);{"diceNotation":"1d12+4", "rollType":"damage
.
Nightmare Ray. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Nightmare Ray"}, range 60 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction
Monsters
Monster Manual
least 1 Hit Point.Multiattack. The slaad makes two Chaos Blade attacks.
Chaos Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Chaos Blade"}, reach 10 ft. Hit: 11
":"roll", "rollAction":"Chaos Blade"}: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
Spellcasting. The slaad casts one of the following spells, requiring no Material
Monsters
Monster Manual
this grapple have Disadvantage.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}(with Advantage if the target is Grappled by the mimic), reach 5 ft. Hit: 7
":"Acid"} Acid damage.
Pseudopod. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Pseudopod"}, reach 5 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage
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
Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType
Equipment
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
following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Monsters
Monster Manual
Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.
Gore (Boar or Hybrid Form Only). Melee Attack Roll: +5
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
Equipment
Proficiency with a Sling allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must
have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must
have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
Proficiency with a Javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
Proficiency with a Whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must
have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
Proficiency with a Longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
Proficiency with a Musket allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Monsters
Monster Manual
Multiattack. The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.
Bite (Tiger or Hybrid Form Only). Melee Attack Roll: +5
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
Monsters
Monster Manual
that spell again.
Magic Resistance. The hag has Advantage on saving throws against spells and other magical effects.
Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can
released. The hag can create a new bag after 7 days.Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach
Monsters
Monster Manual
ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.Multiattack. The rakshasa makes three Cursed Touch attacks.
Cursed Touch. Melee Attack Roll: +10
Each: Fly, Invisibility, Major Image, Plane ShiftPiercing damage from weapons wielded by creatures under the effect of a Bless spell
Monsters
Monster Manual
Lash. Melee or Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Caustic Lash"}, reach 10 ft. or range 120 ft. Hit: 25 (6d6 + 4);{"diceNotation":"6d6+4", "rollType
spellcasting ability (spell save DC 15):
At Will: Detect Thoughts, Gaseous Form (self only), Web1/Day: Dominate PersonToxic Escape. Trigger: The yochlol is hit by an attack roll. Response: The yochlol
Monsters
Monster Manual
Suggestion if available.
Poison Burst (Yuan-ti Form Only). Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Burst"}, reach 5 ft. or range 120 ft. Hit
returns to its true form. If it dies, it stays in its current form. The yuan-ti’s game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
Succubus Form. When the incubus finishes a Long Rest, it can shape-shifting;shape-shift into a Succubus, using that stat block instead of this one. Any equipment it’s wearing or carrying isn
’t transformed.Multiattack. The incubus makes two Restless Touch attacks.
Restless Touch. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Restless Touch"}, reach
Monsters
Monster Manual
if available.
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 10 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction
the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Equipment
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
following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Monsters
Monster Manual
Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.Rend. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Rend
.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.PoisonCold, Fire, Lightning
Monsters
Monster Manual
attack and uses Charm or Draining Kiss.
Fiendish Touch. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Fiendish Touch"}, reach 5 ft. Hit: 16 (2d10 + 5
statistics are the same in each form, except its Fly Speed is available only in its true form. Any equipment it’s wearing or carrying isn’t transformed.