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Returning 35 results for 'chosen roll gain to her reduce'.
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choose role gain to her rebuke
choose rule gain to her rebuke
choose rely gain to her rebuke
choose role gain to her reduce
choose real gain to her rebuke
Magic Items
Dungeon Master’s Guide
a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10
closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
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Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required).
The red in the potion’s liquid continuously
Magic Items
Dungeon Master’s Guide
If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a
free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.
Magic Items
Dungeon Master’s Guide
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
Magic Items
Dungeon Master’s Guide
bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s
Spells
Player’s Handbook
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
deal an extra 1d4 damage on a hit.
Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength
Monsters
Monster Manual
Resistances. Damage type chosen for the Draconic Origin trait below.
Draconic Origin. The half-dragon is related to a type of dragon associated with one of the following damage types (DM’s
choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block.Multiattack. The half-dragon makes two Claw attacks.
Claw. Melee Attack Roll: +7;{"diceNotation
Monsters
Monster Manual
Multiattack. The cultist makes three attacks, using Elemental Flail or Elemental Claw in any combination.
Elemental Flail. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit
", "rollAction":"Elemental Flail"}, reach 5 ft. Hit: 25 (6d6 + 4) damage of a type chosen by the cultist: Acid;{"diceNotation":"6d6+4", "rollType":"damage", "rollAction":"Elemental Flail (Acid
Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required).
The red in the potion’s liquid continuously
Spells
Player’s Handbook
hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an
attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage
Equipment
Proficiency with a Light Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the
Monsters
Monster Manual
Magic Resistance. The helmed horror has Advantage on saving throws against spells and other magical effects.
Spell Immunity. The helmed horror is immune to three spells chosen by its creator
. Typical choices include Heat Metal, Lightning Bolt, and Magic Missile.Multiattack. The helmed horror makes two Arcane Sword attacks.
Arcane Sword. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
Spells
Player’s Handbook
Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early
Magic Items
Dungeon Master’s Guide
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66–70
You suffer a bout of “magic
Monsters
Monster Manual
.
Chromatic Spittle. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Chromatic Spittle"}, range 30 ft. Hit: 6 (1d6 + 3) damage of a type chosen by the kobold: Acid
Pack Tactics. The kobold has Advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally doesn’t have the
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain Hit Points or gain
Temporary Hit Points.Bites. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bites"}, reach 5 ft. Hit: 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction
Monsters
Monster Manual
space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can’t regain Hit Points or gain Temporary Hit Points.Multiattack. The swarm makes two
Rend attacks.
Rend. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Rend"}, reach 5 ft. Hit: 12 (3d6 + 2);{"diceNotation":"3d6+2", "rollType":"damage", "rollAction
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain Hit Points or gain
Temporary Hit Points.Bites. Melee Attack Roll: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Bites"}, reach 5 ft. Hit: 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain Hit Points or gain
Temporary Hit Points.Bites. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bites"}, reach 5 ft. Hit: 8 (1d8 + 4);{"diceNotation":"1d8 + 4", "rollType":"damage
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can’t regain Hit Points or gain
Temporary Hit Points.
Water Breathing. The swarm can breathe only underwater.Bites. Melee Attack Roll: +5 (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 8 (2d4
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
Monsters
Monster Manual
’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain Hit Points or gain Temporary Hit Points.Bites. Melee Attack Roll
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain Hit Points or gain
Temporary Hit Points.Beaks. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Beaks"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain
Temporary Hit Points.Swarm of Proboscises. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Swarm of Proboscises"}, reach 5 ft. Hit: 14 (2d10 + 3);{"diceNotation
Monsters
Monster Manual
Hellish Restoration. If the swarm dies in the Nine Hells, it revives with all its Hit Points in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Hellish Restoration"} days unless it is
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
gain Temporary Hit Points.Bites. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bites"}, reach 5 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage
Equipment
Proficiency with a Whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must
have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
Proficiency with a Longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is
Equipment
Proficiency with a Musket allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain Hit Points or gain
Temporary Hit Points.Swarm of Grasping Hands. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Swarm of Grasping Hands"}, reach 5 ft. Hit: 20 (4d8 + 2
Monsters
Monster Manual
Sun Sickness. While in sunlight, the myconid has Disadvantage on d20 test;D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.Slam. Melee Attack Roll: +2;{"diceNotation":"1d20+2
.
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
Sun Sickness. While in sunlight, the myconid has Disadvantage on d20 test;D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.Slam. Melee Attack Roll: +1;{"diceNotation":"1d20+1
. 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
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a
successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Monsters
Monster Manual
Pacifying Spores.
Slam. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1", "rollType":"damage
stays animate for 1d4 + 1;{"diceNotation":"1d4 + 1", "rollType":"roll", "rollAction":"Animating Spores"} weeks or until destroyed, and it can’t be animated again in this way.
Pacifying Spores
Spells
Player’s Handbook
floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways
.
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possession;possessed by or gain the Charmed or Frightened condition