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Returning 35 results for 'hit rolls'.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Any Humanoid you hit with the weapon takes an extra 2d6 Slashing damage, and you gain Temporary Hit Points equal to the extra damage dealt.
Spells
Player’s Handbook
The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.
While you hold the
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
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.
When you roll a 20 on an attack roll made
with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.
Magic Items
Dungeon Master’s Guide
on a hit.
Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
Spells
Player’s Handbook
is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the
duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
Magic Items
Dungeon Master’s Guide
This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can
Magic Items
Dungeon Master’s Guide
one of the attack rolls using the animated snake head, which has a reach of 5 feet. Apply your Proficiency Bonus and Wisdom modifier to the attack roll. On a hit, the target takes 1d6 Piercing damage
and 3d6 Poison damage.
The snake head can be attacked while it is animate. It has AC 15, HP 20, and Immunity to Poison and Psychic damage. If the head drops to 0 Hit Points, the staff is destroyed. As
Magic Items
Dungeon Master’s Guide
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties
is used, it can’t be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.
When you use this weapon to attack a creature that
creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.
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
.
Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks.
Attack Deflection (Quarterstaff Form Only). When you are hit by
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have
. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons
Spells
Player’s Handbook
you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
Disappearance of the Familiar. When the familiar
drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it
Magic Items
Dungeon Master’s Guide
+2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the
Magic Items
Dungeon Master’s Guide
attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you
to 0 Hit Points, Blackrazor devours your soul (see “Devour Soul” below).
While you hold this weapon, you have Immunity to the Charmed and Frightened conditions, and you have Blindsight
Monsters
Monster Manual
Multiattack. The cyclops makes three attacks, using Radiant Strike or Flash of Light in any combination.
Radiant Strike. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
", "rollAction":"Radiant Strike"}, reach 10 ft. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6", "rollType":"damage", "rollAction":"Radiant Strike", "rollDamageType":"Radiant"} Radiant damage.
Flash of Light
Monsters
Monster Manual
Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws.Greataxe. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Greataxe
"}, reach 5 ft. Hit: 9 (1d12 + 3);{"diceNotation":"1d12+3", "rollType":"damage", "rollAction":"Greataxe", "rollDamageType":"Slashing"} Slashing damage.
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
Monsters
Monster Manual
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
Multiattack. The pirate makes three attacks, using Scimitar or Pistol in any combination.
Scimitar. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Scimitar
Monsters
Monster Manual
Bloodied Fury. The boar has Advantage on melee attack rolls while it is Bloodied.Gore. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Gore"}, reach 5 ft. Hit: 10
straight toward it immediately before the hit, the target takes an extra 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"Piercing"} Piercing damage and has the Prone condition.
Monsters
Monster Manual
Multiattack. The cyclops makes two attacks, using Stone Club or Rock in any combination.
Stone Club. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Stone Club
"}, reach 10 ft. Hit: 16 (3d6 + 6);{"diceNotation":"3d6+6", "rollType":"damage", "rollAction":"Stone Club", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Huge or smaller creature
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
Monsters
Monster Manual
Pack Tactics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
condition.Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Bite
Magic Items
Dungeon Master’s Guide
.
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
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
hit", "rollAction":"Greatsword"}, reach 5 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Greatsword", "rollDamageType":"Slashing"} Slashing damage plus 3 (1d6
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
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
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
. The drider makes three attacks, using Foreleg or Poison Burst in any combination.
Foreleg. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Foreleg"}, reach 10 ft. Hit
Monsters
Monster Manual
Blurred Form. Attack rolls against the mephit are made with Disadvantage unless the mephit has the Incapacitated condition.
Death Burst. The mephit explodes when it dies. Dexterity Saving Throw: DC
. Success: Half damage.Claw. Melee Attack Roll: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction
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 Claw attacks.
Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1