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Returning 35 results for 'charge rolls greater to have roll'.
Monsters
Monster Manual
Multiattack. The centaur makes two attacks, using Pike or Longbow in any combination.
Pike. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"pike"}, reach 10 ft
. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4", "rollType":"damage", "rollAction":"Pike", "rollDamageType":"Piercing"} Piercing damage.
Longbow. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType
Monsters
Monster Manual
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must
telepathy.Multiattack. The sahuagin makes two Claw attacks.
Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1
Monsters
Monster Manual
.
Gore. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Gore"}, reach 5 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Gore
", "rollDamageType":"Piercing"} Piercing damage plus 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"Fire"} Fire damage.
Smelting Charge (Recharge 5–6
Magic Items
Dungeon Master’s Guide
expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.
This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can
Magic Items
Dungeon Master’s Guide
.
Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls
Monsters
Monster Manual
Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa
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
Monsters
Monster Manual
Multiattack. The warrior makes three attacks, using Greatsword or Longbow in any combination.
Greatsword. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction
effects:
Sap. The target has Disadvantage on its next attack roll before the start of the warrior’s next turn.
Maneuver. One ally who can see or hear the warrior can take a Reaction to move up
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
Monsters
Monster Manual
turn, the target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Giggling Magic"} whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
Magic Items
Dungeon Master’s Guide
Whenever you roll this six-sided die, you can control which number it rolls.
Monsters
Monster Manual
other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Rend. Melee Attack Roll: +13;{"diceNotation":"1d20+13
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Force"} Force damage.
Radiant Ray. Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction
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
to which you are also attuned, you gain the following benefits:
Giants’ Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed
Spells
Player’s Handbook
For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls
against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.
Spells
Player’s Handbook
You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other
than you, and it can’t willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, if you cast a
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
Monsters
Monster Manual
rolls 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Giggling Magic"} whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.
When you roll a 20 on an attack roll made
Magic Items
Dungeon Master’s Guide
last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Monsters
Monster Manual
three attacks, using Greatsword or Longbow in any combination.
Greatsword. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Greatsword"}, reach 5 ft. Hit: 12 (2d6 + 5
", "rollDamageType":"Radiant"} Radiant damage.
Longbow. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Longbow"}, range 150/600 ft. Hit: 12 (2d8 + 3
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this sword. In addition, while you hold the sword, you can take a Reaction to make one melee attack with it against any creature in your
reach that deals damage to you. You have Advantage on the attack roll, and any damage dealt with this special attack ignores any Immunity or Resistance the target has to that damage.
Monsters
Monster Manual
Magic Resistance. The dragon has Advantage on saving throws against spells and other magical effects.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite
IllusionSuperior Invisibility. The dragon casts Greater Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting.
Spells
Player’s Handbook
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll
it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Test;D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Magic Items
Dungeon Master’s Guide
spell’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the
Magic Items
Dungeon Master’s Guide
the spell’s level by 1 for each additional charge you expend.
Regaining Charges.The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase
Magic Items
Dungeon Master’s Guide
.
The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on
an even number) or tails (on an odd number). The roll also determines the effect:
Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a
Magic Items
Dungeon Master’s Guide
Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
you roll a 20 on the d20 for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.
While holding Wave, you gain the following benefits:
Combat Ready. You have Advantage on
Monsters
Monster Manual
the end of its next turn. While bewildered, the target subtracts 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Mired"} from its saving throws.
Magic Resistance. The animal lord has
Roll: +13;{"diceNotation":"1d20+13", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 14 (2d6 + 7);{"diceNotation":"2d6+7", "rollType":"damage", "rollAction":"Rend", "rollDamageType
Magic Items
Dungeon Master’s Guide
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.
must expend to cast the spell.
Spell
Charge Cost
Cure Wounds
1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration
2
Mass Cure Wounds
5
Spells
Player’s Handbook
Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the
of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell
Magic Items
Dungeon Master’s Guide
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore Half Cover when making a spell attack roll.
Magic Items
Dungeon Master’s Guide
’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield’s normal bonus to AC.
Whenever an attacker makes a ranged
attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
Magic Items
Dungeon Master’s Guide
daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
spell.
Spell
Charge Cost
Command (“flee” or “grovel” only)
1
Fear (60-foot Cone)
3
Regaining Charges. The wand regains 1d6 + 1 expended charges