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                        Returning 35 results for 'choose weapons races'.
                    
                
                        
                            
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                                                     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
                                                
                                            
                                        
                                                     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.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving
                                                
                                            
                                                
                                                     that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one
                                                
                                            
                                                
                                                     spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.
Choose
                                                
                                            
                                                
                                                    ;such as weapons and armor—unless you have proficiency with the type of Artisan’s Tools used to craft such objects.
                                                
                                            
                                        
                                                     Monsters
                                                    Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    Amphibious. Runara can breathe air and water.
Legendary Resistance (3/Day). If Runara fails a saving throw, she can choose to succeed instead.Multiattack. Runara makes one Bite attack and two Claw
                                                
                                            
                                                
                                                    ":"recharge","rollAction":"Breath Weapon"}. Runara uses one of the following breath weapons:
Lightning Breath. Runara exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     consort with Fiends and Undead, and they reject many of the goodly things from their former lives.
Blackguards often adorn their armor and weapons with dread accoutrements or are marked by eerie
                                                
                                            
                                                
                                                     phenomena. You may choose a blackguard’s accoutrement or roll on the Blackguard Accoutrements table to determine it.
Blackguard Accoutrements
d8;{"diceNotation":"1d8", "rollType":"roll
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     smaller creature, the horror can choose to deal no damage; instead, the target has the prone condition, and the horror can pull the target up to 5 feet toward itself.No one is certain of the true
                                                
                                            
                                                
                                                     control, that time has long since passed.
“I smell frosting. Ready your weapons!”
—Greta, scourge of Sweettooth
Horrors of Sweettooth Village
In addition to the Sweettooth horror
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its
                                                
                                            
                                                
                                                     creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath Weapons"}. The dragon uses one
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision.
Fiery Weapons. Zariel’s weapon attacks are magical. When she hits with any weapon, the weapon deals an
                                                
                                            
                                                
                                                     extra 36 (8d8);{"diceNotation":"8d8","rollType":"damage","rollAction":"Fiery Weapons","rollDamageType":"fire"} fire damage (included in the weapon attacks below).
Innate Spellcasting. Zariel’s
                                                
                                            
                                        
                                                     Monsters
                                                    Thieves’ Gallery
                                                    
                                                
                                            
                                                     Daggersword Flourish with Cleansing Touch if it’s available.
Daggersword. Choose the attack that corresponds to the daggersword’s current form (see Daggersword Shift below):
Longsword. Melee
                                                
                                            
                                                
                                                    .
Daggersword Flourish. Choose the option that corresponds to the daggersword’s current form (see Daggersword Shift below):
Longsword. Xenk magically detaches the longsword’s blade from its
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Warlord Battle Cries table to select one, or choose a battle cry that fits with your campaign.
Warlord Battle Cries
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Battle Cry"}
Battle
                                                
                                            
                                                
                                                     they fear us!”
6
“Weapons drawn! Spells at the ready!”
7
“To the Abyss with them!”
8
“You know what to do!”
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Amphibious. The giant can breathe air and water.
Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes two Lightning Sword
                                                
                                            
                                                
                                                     the undying form of a storm giant clinging to existence.
A storm giant quintessent sheds their armor and weapons but gains the power to form makeshift weapons out of thin air. When the giant has no
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , mirror image, mislead, raise dead, teleport, wall of fire
1/day each: imprisonment, meteor swarm
Legendary Resistance (3/Day). If Bel fails a saving throw, he can choose to succeed instead.
Magic
                                                
                                            
                                                
                                                     Resistance. Bel has advantage on saving throws against spells and other magical effects.
Magic Weapons. Bel’s weapon attacks are magical.Multiattack. Bel makes three attacks: two with his
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     fails a saving throw, she can choose to succeed instead.
Magic Resistance. Trostani has advantage on saving throws against spells and other magical effects.
Magic Weapons. Trostani’s weapon
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Touch of Order","rollDamageType":"radiant"} radiant damage, and Trostani can choose one magic item she can see in the target’s possession. Unless it’s an
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in dim light or darkness
                                                
                                            
                                                
                                                     the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    );{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Sling","rollDamageType":"bludgeoning"} bludgeoning damage.
Weapon Invention. The kobold uses one of the following options (choose one or roll a d8
                                                
                                            
                                                
                                                     swarm disperses.
A kobold inventor builds improvised weapons to gain an advantage in combat. These weapons last for only one or two attacks before they break and typically work only for the inventor, but
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the juggernaut fails a saving throw, it can choose to succeed instead.
Regeneration. The juggernaut regains 20 hit points at the start of its turn. If the juggernaut
                                                
                                            
                                                
                                                     weapons with which they can slaughter prey. Sharp iron fences, crushing stalagmites and blades of glass all conveniently appear in order to aid a juggernaut’s brutality. Every juggernaut considers
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Firearms Knowledge. The giff’s mastery of its weapons enables it to ignore the loading property of any firearm.
Legendary Resistance (2/Day). If the giff fails a saving throw, it can choose to
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     starlight through their weapons, and they can rescue warriors from a perilous situation by using their gods-given power of teleportation.
Astral Elves
Long ago, some elves ventured to the Astral
                                                
                                            
                                                
                                                     deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former
                                                
                                            
                                                
                                                     energy surrounds a phantom warrior's ghostly armor, shields, and weapons, which become as hard as steel yet don't impede the warrior's ability to move through walls and other solid objects.
Undead
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
                                                
                                            
                                                
                                                    ","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm uses one of the following breath weapons:
Elemental Breath. The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     feet of the hellfire engine and is no longer restrained.
Hellfire Weapons. The hellfire engine uses one of the following options (choose one or roll a d6;{"diceNotation":"1d6","rollType":"roll
                                                
                                            
                                                
                                                    ","rollAction":"Hellfire Weapons"}):
1–2: Bonemelt Sprayer. The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , staggering smite
Legendary Resistance (3/Day). If Rak Tulkhesh fails a saving throw, he can choose to succeed instead.
Magic Resistance. Rak Tulkhesh has advantage on saving throws against spells and
                                                
                                            
                                                
                                                     other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                    .
Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose
                                                
                                            
                                                
                                                     effects.
Magic Weapons. Tiamat’s weapon attacks are magical.
Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     total) for defeating the greatwyrm after its Gem Awakening activates.
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Unusual Nature. The
                                                
                                            
                                                
                                                     direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     total) for defeating the greatwyrm after its Gem Awakening activates.
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Unusual Nature. The
                                                
                                            
                                                
                                                     direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     total) for defeating the greatwyrm after its Gem Awakening activates.
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Unusual Nature. The
                                                
                                            
                                                
                                                     direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     total) for defeating the greatwyrm after its Gem Awakening activates.
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Unusual Nature. The
                                                
                                            
                                                
                                                     direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     total) for defeating the greatwyrm after its Gem Awakening activates.
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Unusual Nature. The
                                                
                                            
                                                
                                                     direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
                                                
                                            
                                                
                                                    ","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm uses one of the following breath weapons:
Elemental Breath. The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
                                                
                                            
                                                
                                                    ","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm uses one of the following breath weapons:
Elemental Breath. The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
                                                
                                            
                                                
                                                    ","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm uses one of the following breath weapons:
Elemental Breath. The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     innately cast hellish rebuke (at 5th level) at will, requiring no material components.
Legendary Resistance (3/Day). If Rakdos fails a saving throw, he can choose to succeed instead.
Magic Resistance
                                                
                                            
                                                
                                                    . Rakdos has advantage on saving throws against spells and other magical effects.
Magic Weapons. Rakdos’s weapon attacks are magical.Multiattack. Rakdos makes two attacks with his Curtain-Call Scythe
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     sphinx’s intentions or sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is
                                                
                                            
                                                
                                                     finishes a short or long rest:
The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.
The effects of time are altered such that
                                                
                                            
                                        






