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Returning 35 results for 'deal start'.
Other Suggestions:
devil start
deals start
Equipment
, 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
Spells
Player’s Handbook
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
object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Equipment
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
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
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
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
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
Spells
Player’s Handbook
Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8
Monsters
Astarion's Book of Hungers
Diabolic Ward. Attack rolls against the devil have Disadvantage. If the devil makes an attack roll, this trait is suppressed until the start of its next turn.
Diabolical Restoration. If the devil
", "rollDamageType":"Psychic"} Psychic damage. If the target is a creature, it can’t make Opportunity Attack;Opportunity Attacks until the start of the devil’s next turn.
Compelling Contract (1/Day
feats
Player’s Handbook
the normal damage of an Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of
magic-items
Strike with the gloves, the target takes 2d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition until the start of your next turn. Unarmed Strikes using these gloves deal either Bludgeoning or Piercing damage (your choice).
magic-items
gauntlets deal Piercing damage instead of Bludgeoning.
In addition, the gauntlets have 6 charges and regain 1d6 expended charges daily at dawn. While the gauntlets have at least 1 charge, they give off
occasional snaps and sparks of electricity while worn. When you hit a creature with an Unarmed Strike using the gauntlets, you can expend 1 charge to deal an extra 1d8 Lightning damage to the target
Equipment
Twinblades are martial melee weapons; double-bladed polearms that rely on the user’s dexterity to keep them in constant motion. They have the finesse and two-handed properties, and deal 2d4
whirl, make a DC 10 Dexterity check, adding your proficiency bonus if you are proficient with twinblades. On a success, you gain a +1 bonus to your AC until the start of your next turn, the whirling
Equipment
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.
weapon, you deal an extra 1d6 Slashing damage. This extra damage isn’t doubled. Urdefhans can train to drink blood through hollow parts of a shauth lash for a moment after hitting, and urdefhans
Equipment
Proficiency feat.
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.
Backgrounds
Sword Coast Adventurer's Guide
functionaries in Baldur’s Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.
Even if you are no longer a full-fledged member of the group that gave you your start in
organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.
Skill Proficiencies:
Monsters
Tyranny of Dragons
Amphibious. Pharblex can breathe air and water.
Poison Strike (3/Day). Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8
): plant growth, water walk
Standing Leap. As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.
Swamp Camouflage. Pharblex has advantage on
Equipment
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
Equipment
Proficiency feat.
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.
Bestow Curse
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
attack rolls against you.
While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
While the target is cursed
, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should
magic-items
attack on your turn, your reach for it is 5 feet greater than normal.
Very rare variant: You gain 3 temporary hit points at the start of each of your turns.
Claws. Protruding from your tar-coated
hands are long claws; natural weapons which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 2d4 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
Monsters
Dragonlance: Shadow of the Dragon Queen
can’t regain hit points until the start of the skeletal knight’s next turn.
Throwing Axe. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction
blades deal lingering wounds that sap their victims’ life force and leave blackened scars even after magical healing.Poison
magic-items
Strike with the worm, using your choice of Strength or Dexterity for the attack. On a hit, you deal Piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the normal
damage of an Unarmed Strike. In addition, the target must succeed on a DC 13 Constitution saving throw or have the Poisoned condition until the start of your next turn.
Symbiotic Nature. Once you
magic-items
Arrows fired from this magic bow deal an extra 1d4 Psychic damage to any creature that they hit.
When you hit a Humanoid with an Arrow fired from the bow, you can force it to make a DC 15 Wisdom
addition, you can take a Bonus Action to magically see through the target’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses the target has. Once this property is used, it can’t be used again until the next dawn.
magic-items
have the Frightened condition until the start of your next turn.
Whenever you expend a charge in this way, you can expend a second charge to deal an additional 1d6 damage of the same type to the target
. While attuned to the weapon, you know Draconic.
This Lance has 8 charges and regains 1d4 + 4 expended charges daily at dawn. When you hit a target with the Lance, you can expend 1 charge to deal an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to succeed instead.
Magic Resistance. Hutijin has advantage on saving throws against spells and other magical effects.
Regeneration. Hutijin regains 20 hit points at the start of his turn. If he
takes radiant damage, this trait doesn’t function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn’t regenerate.Multiattack. Hutijin makes
Feats
Planescape: Adventures in the Multiverse
damage a creature you can see within 60 feet of yourself, you can deal an extra 1d8 force damage to the target, and it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the
restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Equipment
. 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
Equipment
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 feat.
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.
magic-items
attack on your turn, your reach for it is 5 feet greater than normal.
Very rare variant: You gain 3 temporary hit points at the start of each of your turns. Add the Claws property.
Claws
. Protruding from your tar-coated hands are long claws; natural weapons which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 2d4 + your Strength modifier instead of
Monsters
Guildmasters’ Guide to Ravnica
.
Regeneration. Jarad regains 25 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. He dies only if he starts its turn with 0
Infusion. Jarad is surrounded by a cloud of spores. As a bonus action, he can cause the spores to deal 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Spore Infusion","rollDamageType
Equipment
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 feat.
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
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