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Returning 35 results for 'draw strong rolls'.
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Weapon Property
A weapon with the Strong-Draw quality requires great strength to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.
Equipment
strength to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.
Proficiency feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Strong-Draw. A weapon with the Strong-Draw quality requires great
Equipment
great strength to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.
Proficiency feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Strong-Draw. A weapon with the Strong-Draw quality requires
Equipment
to use. You have Disadvantage on attack rolls with a Strong-Draw weapon unless your Strength is 13 or higher. You add both your Strength and Dexterity modifiers to damage with a Strong-Draw weapon.
feat.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Strong-Draw. A weapon with the Strong-Draw quality requires great strength
Monsters
Forgotten Realms: Adventures in Faerûn
Inspiring Presence. Creatures of Forfallen’s choice (excluding herself) in a 30-foot Emanation originating from her have Advantage on attack rolls. She can’t use this trait if she has the
berserkers (see this chapter).
Queen Forfallen is a strong human woman with long, red hair. Although the rusting curse has transformed most of her extremities into metal, she’s thus far resisted
Spells
Elemental Evil Player's Companion
strong wind.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following
Magic Items
The Book of Many Things
Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
among the fae, magically negotiating themselves advantages in battle.
Like many high fae, these mages draw power from the latent energy found throughout the wilds of Eldraine. However, high fae mages
also form strong bonds with the elemental powers of Eldraine, allowing the mages to call on forces like the eastern wind or the fiery hearth.
“The high fae are capable of magic that would make
Spells
Elemental Evil Player's Companion
enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved
the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reclaim its prey by shooting a filament out to capture it again.
Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal
like strong liquor. Several dwarven spirits include cave fisher blood, and some dwarves, especially berserker;berserkers, drink the blood straight. Cave fisher meat is edible, tasting much like crab
Spells
Tasha’s Cauldron of Everything
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
You are immune to fire
modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have
Monsters
Infernal Machine Rebuild
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses
initiative count 20 (losing initiative ties), the thessalkraken takes a lair action to cause one of the following magical effects:
A strong current moves through the thessalkraken’s lair. Each
Magic Items
Lost Laboratory of Kwalish
Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
Monsters
Quests from the Infinite Staircase
Aversion to Fire. If the gibberling takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Incessant Gibberish. Any non-gibberling that is within
magical compulsions. However, unlike most demons, gibberlings share a strong aversion to fire.
On the Material Plane, gibberlings tend to dwell in dense forests or the Underdark.
Magic Items
The Book of Many Things
This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents.
You have a +2 bonus to attack and damage rolls made with this magic weapon
turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can’t be used again until the next dawn.
Misdirect. When a creature within 60 feet of you targets
Magic Items
The Book of Many Things
focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is determined by the deck’s rarity.
In addition, while you’re holding the deck, you can draw a card
Monsters
Quests from the Infinite Staircase
Aversion to Fire. If the swarm takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Incessant Gibberish. Any non-gibberling that is within 60
. The Prince of Demons’ influence instilled in gibberlings a hive-mind-like nature, protecting them from magical compulsions. However, unlike most demons, gibberlings share a strong aversion to
Monsters
Fizban's Treasury of Dragons
disadvantage on attack rolls until the start of its next turn.Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of
gold coins. They feed on tiny mites that infest a dragon’s scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also produce a glittering
Magic Items
Eberron: Rising from the Last War
time the whip painfully embeds its tendrils into your arm.
You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have
a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.
Symbiotic Nature. The whip can’t be removed from you while you’re
Monsters
Bigby Presents: Glory of the Giants
movement. In addition, the prone condition does not grant advantage on attack rolls against the fomorian.
Spider Climb. The fomorian can climb difficult surfaces, including upside down on ceilings, without
the Underdark, perhaps in imitation or in honor of Karontor, “the king that crawls.” Their limbs are long and sinuous, and their grip is strong enough for them to climb walls and ceilings
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Phalanx Formation. The duergar has advantage on attack rolls and
Dexterity saving throws while standing within 5 feet of an ally wielding a shield.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom
Monsters
Fizban's Treasury of Dragons
target has disadvantage on attack rolls until the start of its next turn.Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in
perfectly among piles of gold coins. They feed on tiny mites that infest a dragon’s scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.
Hooves. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to
like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Hypersensitivity. The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.
Unusual Nature. The mist
droplets wherever it goes.
Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims
Monsters
Bigby Presents: Glory of the Giants
Alert. The giant can’t be surprise;surprised, and it has advantage on initiative rolls.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a
them, these storm giants are highly respected. If any giant can draw Annam’s attention to the world, it would likely be a tempest caller.
Tempest callers implant crystal ball;crystal balls
Monsters
Mordenkainen Presents: Monsters of the Multiverse
falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl
in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
Siege Monster. The tempest deals double damage to objects
Elder Tempest
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Monsters
Mordenkainen’s Tome of Foes
obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
In addition, strong winds swirl in the area covered by the storm. The
winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
Siege Monster. The tempest deals double damage to objects and structures.Multiattack. The tempest
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Soulblade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Soulblade"} to hit
. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Fire Lance. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Fire Lance"} to hit
are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20
influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow
Monsters
Mordenkainen Presents: Monsters of the Multiverse
has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on
, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Iron Fist
crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery
exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts
Whelm
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Magic Items
Dungeon Master’s Guide (2014)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you
first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving
Red Slaad (control gem variant)
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Monsters
Monster Manual (2014)
, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of
slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer