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Returning 35 results for 'causing remains gain to her range'.
Other Suggestions:
calling remain gain to her rage
calling refrains gain to her rage
calling remains gain to her rage
casting remains gain to her rage
closing remains gain to her rage
Monsters
Monster Manual
killed by a creature under the effects of a Bless spell or its remains are sprinkled with Holy Water.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move
through an opening large enough for a Medium creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two Vile Slime attacks.
Vile Slime. Melee
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Heavy Crossbow"}, range 100/400 ft. Hit: 12 (2d10 + 1);{"diceNotation":"2d10+1", "rollType":"damage", "rollAction":"Heavy Crossbow", "rollDamageType":"Piercing
"} Piercing damage.Parry. Trigger: The warrior is hit by a melee attack roll while holding a weapon. Response: The warrior adds 2 to its AC against that attack, possibly causing it to miss.
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Pistol"}, range 30/90 ft. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3", "rollType":"damage", "rollAction":"Pistol", "rollDamageType":"Piercing"} Piercing damage.Parry
. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.
Monsters
Monster Manual
"}, range 100/400 ft. Hit: 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Heavy Crossbow", "rollDamageType":"Piercing"} Piercing damage plus 4 (1d8);{"diceNotation":"1d8", "rollType
":"damage", "rollAction":"Heavy Crossbow", "rollDamageType":"Radiant"} Radiant damage.Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.
Monsters
Monster Manual
", "rollAction":"Spear"}, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Spear", "rollDamageType":"Piercing"} Piercing damage.
Shield Bash
":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.Parry. Trigger: The gladiator is hit by a melee attack roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss.
Magic Items
Dungeon Master’s Guide
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
Monsters
Monster Manual
", "rollType":"to hit", "rollAction":"Javelin"}, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Javelin", "rollDamageType":"Piercing"} Piercing
by a melee attack roll while holding a weapon: Response: The hobgoblin adds 3 to its AC against that attack, possibly causing it to miss.
Monsters
Monster Manual
+10", "rollType":"to hit", "rollAction":"Pistol"}, range 30/90 ft. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6", "rollType":"damage", "rollAction":"Pistol", "rollDamageType":"Piercing"} Piercing
start of its next turn, possibly causing the attacks to miss.Rally (1/Day). The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate’s next turn, the targets have Advantage on attack rolls and saving throws.
Monsters
Monster Manual
before the end of this turn.
Pistol. Ranged Attack Roll: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Pistol"}, range 30/90 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType
against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.Captain’s Charm. Wisdom Saving Throw: DC 14, one
Monsters
Monster Manual
to half the ally’s Speed without provoking opportunity attack;Opportunity Attacks.
Longbow. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Longbow"}, range
until the end of the target’s next turn.Counterattack. Trigger: The warrior is hit by an attack roll. Response: The warrior adds 4 to its AC against that attack, possibly causing it to miss. On a
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an
Spells
Player’s Handbook
You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically
Spells
Player’s Handbook
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively
, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque
Monsters
Monster Manual
.
Rapport Spores. The myconid expels spores in a 30-foot Emanation originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Monsters
Monster Manual
. Creatures in that area with an Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
Monsters
Monster Manual
magical effects.
Undead Restoration. If the flameskull is destroyed, it regains all its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast
on them.Multiattack. The flameskull makes two Fire Ray attacks.
Fire Ray. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Fire Ray"}, reach 5 ft. or range
Magic Items
Dungeon Master’s Guide
While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don’t prevent
you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
Spells
Player’s Handbook
creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one
Monsters
Monster Manual
Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Magic Items
Dungeon Master’s Guide
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
Magic Items
Dungeon Master’s Guide
While wearing this belt, you gain the following benefits:
Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and
one, or a thicker beard if you already have one.
If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing the belt:
Darkvision. You have Darkvision with a
Spells
Player’s Handbook
that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly
circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two
Monsters
Monster Manual
Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Hail of Bark"}, range 180 ft. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6", "rollType":"damage", "rollAction":"Hail of Bark
tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible.Bludgeoning, PiercingFire
Monsters
Monster Manual
dies, it revives 24 hours later unless Dispel Evil and Good is cast on its remains. If it revives, it animates another Gargantuan object or structure elsewhere on the same plane of existence; it now
: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Object Slam"} (with Advantage if the target is inside the revenant’s space), reach 10 ft. or range 30/90 ft. Hit: 27 (5d8 + 5
Magic Items
Dungeon Master’s Guide
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
with a range of 30 feet.
Devour Soul. Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A
Spells
Player’s Handbook
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can take a Study action to try
Magic Items
Dungeon Master’s Guide
Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
Spells
Player’s Handbook
still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid&rsquo
Magic Items
Dungeon Master’s Guide
holding or carrying the talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Ultimate End. The talisman has 6 charges
no remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
Monsters
Monster Manual
Ray. Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Divine Ray"}, range 600 ft. Hit: 35 (6d8 + 8) Necrotic;{"diceNotation":"6d8+8", "rollType":"damage
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its
Monsters
Monster Manual
Ray. Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Divine Ray"}, range 600 ft. Hit: 35 (6d8 + 8) Necrotic;{"diceNotation":"6d8+8", "rollType":"damage
empyrean and each ally within 30 feet of it gain Advantage on d20 test;D20 Tests until the end of the empyrean’s next turn. The empyrean can’t take this action again until the start of its
Spells
Player’s Handbook
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up
up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Spells
Player’s Handbook
Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected