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Returning 35 results for 'hands make'.
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hand make
hand's make
Equipment
Proficiency with a Lance allows you to add your proficiency bonus to the attack roll for any attack you make with it. A Lance requires two hands to wield when you aren't mounted.
This weapon has
the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution
Monsters
Monster Manual
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained
Burning Hands
Legacy
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Spells
Basic Rules (2014)
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving
Cone of Cold
Legacy
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Spells
Basic Rules (2014)
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a
magic-items
these vaguely fist-shaped potatoes, your hands itch for the thrill of combat for 1 hour. For the duration, you can roll 1d4 in place of the normal damage of your Unarmed Strike, provided you make the
This hearty root vegetable is grown by the Clerics and champions of a god of war and combat, whose strength is said to make its way to the Material Plane through their gardens. If you eat one of
magic-items
the Halberd with two hands, you can use a command word as a Bonus Action to magically split the weapon into its more basic components. When you do, the Halberd deconstructs in your hands, leaving you
Handaxe and Quarterstaff, the bonus is a +1 with each weapon instead.
Handaxe and Quarterstaff. If you’re wielding the Handaxe and Quarterstaff in different hands, you gain a +1 bonus to Armor
Plane Shift
Legacy
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Spells
Basic Rules (2014)
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on
unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the
magic-items
different hands, you gain a +1 bonus to Armor Class, and when you make an extra attack as a result of using these weapons’ Light property, you can add your ability modifier to the damage of
the Halberd with two hands, you can use a command word as a Bonus Action to magically split the weapon into its more basic components. When you do, the Halberd deconstructs in your hands, leaving you
magic-items
the Halberd with two hands, you can use a command word as a Bonus Action to magically split the weapon into its more basic components. When you do, the Halberd deconstructs in your hands, leaving you
Handaxe and Quarterstaff, the bonus is a +1 with each weapon instead.
Handaxe and Quarterstaff. If you’re wielding the Handaxe and Quarterstaff in different hands, you gain a +1 bonus to Armor
War Caster
Legacy
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Feats
Player’s Handbook (2014)
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your
concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement
feats
Player’s Handbook
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Merfolk
Legacy
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Monsters
Basic Rules (2014)
":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.Merfolk are aquatic humanoids with the lower body of a fish. They live in small tribes beneath the waves.
Guard
Legacy
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Monsters
Basic Rules (2014)
"} piercing damage if used with two hands to make a melee attack.Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
Azer
Legacy
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Monsters
Basic Rules (2014)
":"bludgeoning"} bludgeoning damage, or 8 (1d10 + 3);{"diceNotation":"1d10+3","rollType":"damage","rollAction":"Warhammer","rollDamageType":"bludgeoning"} bludgeoning damage if used with two hands to
make a melee attack, plus 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Warhammer","rollDamageType":"fire"} fire damage.Fire, Poison
magic-items
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.
, oily muscle.
Armhancements. While attuned to this item, whenever you make an ability check that uses Strength, you can treat a d20 roll of 7 or lower as an 8.
Malleable Skin. When you make a melee
magic-items
used to cast that spell again until the next dusk.
Curse. When you pull these cursed gloves over your hands for the first time, make a DC 16 Wisdom saving throw. On a successful save, you are aware
on your hands slowly rots. The stench can’t be contained or masked through magical or nonmagical means. While your hands are rotting in this way, you have Disadvantage on Charisma checks, and
Tribal Warrior
Legacy
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Monsters
Basic Rules (2014)
used with two hands to make a melee attack.Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.
magic-items
cause it to dissolve into the air to make the spell’s spectral weapon take the form of the Spirit Pike. On a hit, with the spectral weapon, the target takes Force damage equal to 1d10 plus your
level above 2.
Your hands are left free when you dissolve the Pike in this way. When the spell ends, the Pike reappears in your hand or on the ground at your feet if your hands are full.
In addition
Gnoll
Legacy
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Monsters
Basic Rules (2014)
":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Longbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Longbow
Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.Bite. Melee Weapon
Orc War Chief
Legacy
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Monsters
Monster Manual (2014)
","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Battle Cry (1/Day). Each creature of the war chief’s choice
that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief’s next turn. The war chief can then make one attack as a bonus action.
Salamander
Legacy
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Monsters
Basic Rules (2014)
","rollDamageType":"piercing"} piercing damage, or 13 (2d8 + 4);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a
, the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against other targets.FireBludgeoning, Piercing, and Slashing from Nonmagical AttacksCold
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage, or 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Marid
Legacy
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Monsters
Monster Manual (2014)
","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Water Jet. The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must
make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Water Jet","rollDamageType":"bludgeoning"} bludgeoning damage and, if it
Monsters
The Wild Beyond the Witchlight
following spells, using Charisma as the spellcasting ability:
At will: dancing lights, message, prestidigitationWitchlight hands are the backbone of the Witchlight Carnival, a motley collection of
individuals who operate many of the booths, make repairs, feed and exercise the animals, keep an eye out for thieves and other miscreants, and perform other miscellaneous tasks as Mister Witch dictates. A
Half-Red Dragon Veteran
Legacy
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Monsters
Basic Rules (2014)
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
(1d10 + 3);{"diceNotation":"1d10+3","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5
Lizard King/Queen
Legacy
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Monsters
Monster Manual (2014)
","rollType":"damage","rollAction":"Trident","rollDamageType":"piercing"} piercing damage, or 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Trident","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Orc Eye of Gruumsh
Legacy
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Monsters
Monster Manual (2014)
damage, or 12 (2d8 + 3);{"diceNotation":"2d8+3","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Gladiator
Legacy
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Monsters
Basic Rules (2014)
","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +7;{"diceNotation":"1d20+7
Equipment
slashing damage on a hit. They also have the Special: Whirl property.
Special: Whirl. When you are wielding the twinblade in two hands, you can use a bonus action to attempt to whirl the weapon. To
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
Monsters
The Wild Beyond the Witchlight
following spells, using Charisma as the spellcasting ability:
At will: dancing lights, message, prestidigitationWitchlight hands are the backbone of the Witchlight Carnival, a motley collection of
individuals who operate many of the booths, make repairs, feed and exercise the animals, keep an eye out for thieves and other miscreants, and perform other miscellaneous tasks as Mister Witch dictates. A
Polymorph
Legacy
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Spells
Basic Rules (2014)
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or
, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or
Monsters
Princes of the Apocalypse
);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage if used with two hands.
Spear. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spear"} to hit
Equipment
1d6 bludgeoning damage on a hit.
Special: Flourish. When you are wielding the nunchaku in two hands and take the Attack action on your turn, you can attempt to flourish with the weapon immediately
before you make your first attack. To flourish, make a DC 13 Dexterity check, adding your proficiency bonus if you are proficient with nunchaku. On a success, you gain a +2 bonus to the first attack
Sahuagin
Legacy
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Monsters
Basic Rules (2014)
","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage, or 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Veteran
Legacy
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Monsters
Basic Rules (2014)
Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
(1d10 + 3);{"diceNotation":"1d10+3","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5;{"diceNotation