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                        Returning 35 results for 'choice war range'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"recharge", "rollAction":"War Cry"}. The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant’s next turn.
                                                
                                            
                                                
                                                    ":"damage", "rollAction":"Frost Axe", "rollDamageType":"Cold"} Cold damage.
Great Bow. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Great Bow"}, range 150/600 ft
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    
Name
Damage
Properties
Mastery
Simple Melee Weapons
Adamantine Club
1d4 Bludgeoning
Light
Slow
Adamantine Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20/60)
Nick
                                                
                                            
                                                
                                                    
Adamantine Greatclub
1d8 Bludgeoning
Two-Handed
Push
Adamantine Handaxe
1d6 Slashing
Light, Thrown (Range 20/60)
Vex
Adamantine Javelin
1d6 Piercing
Thrown (Range 30/120)
Slow
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    , to his heir. The rightful inheritors passed the axe on for many generations.
Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Faerie Dust"}, reach 5 ft. or range 60 ft. Hit: 1 Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Faerie Dust"}, reach 5 ft. or range 60 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Faerie Dust
                                                
                                            
                                                
                                                    ", "rollDamageType":"Radiant"} Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn.
Spellcasting. The pixie casts
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     effects.Otherworldly Strike. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Otherworldly Strike"}, reach 5 ft. or range 30 ft. Hit: 7 (1d8 + 3) Necrotic
                                                
                                            
                                                
                                                     (Radiant)", "rollDamageType":"Radiant"} damage (empyrean’s choice).
Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Wisdom as the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     range 120 ft. Hit: 26 (4d10 + 4);{"diceNotation":"4d10+4", "rollType":"damage", "rollAction":"Psychic Warp", "rollDamageType":"Psychic"} Psychic damage, and the target has the githzerai’s
                                                
                                            
                                                
                                                     choice of (A) the Charmed condition until the start of the githzerai’s next turn or (B) the Prone condition, provided the target is a Large or smaller creature.
Spellcasting. The githzerai casts one
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Aura of Bravery. Creatures of the knight’s choice in a 30-foot Emanation originating from it have Immunity to the Charmed and Frightened conditions while there.Multiattack. The knight makes
                                                
                                            
                                                
                                                    ", "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
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     effects.Otherworldly Strike. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Otherworldly Strike"}, reach 5 ft. or range 30 ft. Hit: 7 (1d8 + 3) Necrotic
                                                
                                            
                                                
                                                     (Radiant)", "rollDamageType":"Radiant"} damage (empyrean’s choice).
Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Wisdom as the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged
                                                
                                            
                                                
                                                     five Orbs of Dragonkind to help defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     range 60 ft. Hit: 20 (5d6 + 3);{"diceNotation":"5d6+3", "rollType":"damage", "rollAction":"Abyssal Strike", "rollDamageType":"Poison"} Poison damage.
Hunger of Yeenoghu (Recharge 5–6);{"diceNotation
                                                
                                            
                                                
                                                     turn. Failure: 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Hunger of Yeenoghu", "rollDamageType":"Necrotic"} Necrotic damage, and the gnoll or a creature of its choice it can see
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Scimitar", "rollDamageType":"Poison"} Poison damage, and the target suffers one of the following effects of the pirate’s choice:
Awestruck. The target has the Charmed condition
                                                
                                            
                                                
                                                    +10", "rollType":"to hit", "rollAction":"Pistol"}, range 30/90 ft. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6", "rollType":"damage", "rollAction":"Pistol", "rollDamageType":"Piercing"} Piercing
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Thrown property with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage
                                                
                                            
                                                
                                                     Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Fire Aura. At the end of each of the azer’s turns, each creature of the azer’s choice in a 5-foot Emanation originating from the azer takes 11 (2d10);{"diceNotation":"2d10", "rollType
                                                
                                            
                                                
                                                    "}, reach 5 ft. or range 120 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Flame Burst", "rollDamageType":"Fire"} Fire damage.
Spellcasting. The azer casts one of the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     telepathy.Multiattack. The sahuagin makes three Trident attacks.
Trident. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Trident"}, reach 5 ft. or range 20/60 ft. Hit: 13
                                                
                                            
                                                
                                                    . Response—Constitution Saving Throw: DC 14, each creature of the sahuagin’s choice in a 5-foot Emanation originating from the sahuagin. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 5-foot Emanation originating from the salamander takes 7 (2d6);{"diceNotation":"2d6
                                                
                                            
                                                
                                                    .
Flame Spear. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Flame Spear"}, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Fire Aura. At the end of each of the salamander’s turns, each creature of the salamander’s choice in a 10-foot Emanation originating from the salamander takes 10 (3d6);{"diceNotation
                                                
                                            
                                                
                                                     range 30/90 ft. Hit: 16 (2d8 + 7);{"diceNotation":"2d8+7", "rollType":"damage", "rollAction":"Flame Trident", "rollDamageType":"Piercing"} Piercing damage plus 14 (4d6);{"diceNotation":"4d6", "rollType
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    ;ean’s choice).
Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23):
At Will: Calm
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland
                                                
                                            
                                                
                                                     but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Animal Lordship. An animal lord represents a Forager (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    ;ean’s choice).
Spellcasting. The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23):
At Will: Calm
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Animal Lordship. An animal lord represents a Hunter (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it
                                                
                                            
                                                
                                                    ":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant damage.
Animal Spirit. The animal lord
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You brandish the weapon used to cast the spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley and then disappear
                                                
                                            
                                                
                                                    . Each creature of your choice that you can see in a 40-foot-radius, 20-foot-high Cylinder centered on that point makes a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    .
Channel Negative Energy. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Channel Negative Energy"}, range 60 ft. Hit: 25 (6d6 + 4);{"diceNotation":"6d6+4
                                                
                                            
                                                
                                                     space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the Blinded condition until the end of the mummy’s next turn.Legendary Action Uses: 3 (4
                                                
                                            
                                        






