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Returning 35 results for 'conjure rolls greater to her range'.
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conjures rules greater to her rage
conjures role greater to her rage
conjures robes greater to her rage
consume rules great to her range
conjured roles greater to her rage
Monsters
Monster Manual
Slimy Glob. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Conjure Slimy Glob"}, range 60 ft. Hit: 9 (3d4 + 2);{"diceNotation":"3d4+2", "rollType":"damage
":"Piercing"} Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Until the grapple ends, the kuo-toa can’t make Pincer Staff attacks.
Conjure
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
Magic Items
Dungeon Master’s Guide
. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.
When you attack a creature with the axe and roll a 20 on the d20 for the attack
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
":"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
Only). The animal lord has Advantage on attack rolls against the target until the start of the animal lord’s next turn.
Spellcasting. The animal lord casts one of the following spells, requiring
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Monsters
Monster Manual
", "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
":"Radiant"} Radiant damage.
Spellcasting. The knight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):
1/Day Each: Daylight, Dispel Evil and Good, Greater Restoration, Phantom Steed
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
Monsters
Monster Manual
. or range 60 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction":"Radiant Burst", "rollDamageType":"Radiant"} Radiant damage.
Holy Word (Recharge 4–6);{"diceNotation
Each: Flame Strike (level 6 version), Greater Restoration, Raise Dead, Zone of TruthDivine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.
Spells
Player’s Handbook
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or
take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
Magic Items
Dungeon Master’s Guide
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Arcane Lock
0
Conjure Elemental
7
Detect Magic
0
Monsters
Monster Manual
+12", "rollType":"to hit", "rollAction":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant
following effects occurs:
Pesky Swarm. The target has Disadvantage on attack rolls and ability checks until the end of its next turn.
Spellcasting. The animal lord casts one of the following spells
Monsters
Monster Manual
Concentration or Temporary Hit Points required to maintain the spell)1/Day Each: Greater Restoration, Major Image, Project ImageLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s
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
Spells
Player’s Handbook
You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
No one
spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.
At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
.
Moonblade Properties
1d100
Property
01-60
Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.
61
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
Monsters
Monster Manual
Concentration or Temporary Hit Points required to maintain the spell)1/Day Each: Greater Restoration, Major ImageLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon
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
Monsters
Monster Manual
. Ranged Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Flash of Light"}, range 120 ft. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Flash
of Light", "rollDamageType":"Radiant"} Radiant damage, and the target has Disadvantage on attack rolls until the end of the cyclops’s next turn.
Spellcasting. The cyclops casts one of the
Spells
Player’s Handbook
You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends
Monsters
Monster Manual
, it has the Prone condition.
Rock. Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Rock"}, range 30/120 ft. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6", "rollType
"}. Trigger: A creature the cyclops can see makes an attack roll against it. Response: The cyclops imposes Disadvantage on the roll, and the cyclops gains Advantage on attack rolls against the target until the end of the cyclops’s next turn.
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 Spectral Jaws attacks.
Spectral Jaws. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Spectral Jaws"}, reach 5 ft. or range 120
Spells
Player’s Handbook
You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a
failures needn’t be consecutive; keep track of both until the target collects three of a kind.
If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.
Magic Items
Dungeon Master’s Guide
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
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
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
, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Magic Items
Dungeon Master’s Guide
, 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.
Monsters
Monster Manual
+10", "rollType":"to hit", "rollAction":"Pistol"}, range 30/90 ft. Hit: 28 (4d10 + 6);{"diceNotation":"4d10+6", "rollType":"damage", "rollAction":"Pistol", "rollDamageType":"Piercing"} Piercing
damage.Defensive Stance. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 4 to its AC against melee attack rolls (including the triggering attack) until the
Spells
Player’s Handbook
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range
Spells
Player’s Handbook
One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its
Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
Spells
Player’s Handbook
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If
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
Emotions, Greater Restoration, Pass without Trace, Water Breathing 1/Day Each: Commune, Dispel Evil and Good, Plane ShiftLegendary Action Uses: 3. Immediately after another creature’s turn, the
Monsters
Monster Manual
Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn’t
":"Longbow"}, range 150/600 ft. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Longbow", "rollDamageType":"Piercing"} Piercing damage plus 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Longbow", "rollDamageType":"Poison"} Poison damage.
Spells
Player’s Handbook
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit
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
Emotions, Greater Restoration, Pass without Trace, Water Breathing 1/Day Each: Commune, Dispel Evil and Good, Plane ShiftLegendary Action Uses: 3. Immediately after another creature’s turn, the
Spells
Player’s Handbook
You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed
save or half as much damage on a successful one.
On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as
Monsters
Monster Manual
ability checks and attack rolls.
Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web.Multiattack
", "rollType":"to hit", "rollAction":"Poison Burst"}, range 120 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Poison Burst", "rollDamageType":"Poison"} Poison damage.Magic