Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'is ranged from power saving the destroys'.
Other Suggestions:
is ranged from power saving the destroyed
is ranger from power saving the destroy
is rage from power sing the destroy
is ranged from power saving the destroy
is rage from power serving the destroy
Magic Items
Dungeon Master’s Guide
on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
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
Monsters
Monster Manual
is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg. Over
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
Monsters
Monster Manual
"} Piercing damage.
Antennae. The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the
5 feet of itself that isn’t being worn or carried. The touch destroys a 1-foot Cube of the object.Reflexive Antennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae.
Magic Items
Dungeon Master’s Guide
and release the water the dust absorbed. Doing so destroys the pellet and ends its magic.
As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is
composed mostly of water (such as a Water Elemental or a Water Weird). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.
Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a
that aren’t being worn or carried take 10d8 Thunder damage.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Magic Items
Dungeon Master’s Guide
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes
of Wondrous Power (Bronze Griffon);Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can’t be used again
Magic Items
Dungeon Master’s Guide
than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and
each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing
Magic Items
Dungeon Master’s Guide
on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Spells
Player’s Handbook
harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute
creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the Prismatic Layers table.
The wall, which has AC 10, can be destroyed one layer at a time
Spells
Player’s Handbook
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an
Spells
Player’s Handbook
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then
explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.
Spells
Player’s Handbook
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing—not
globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.
Spells
Player’s Handbook
As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving
Magic Items
Dungeon Master’s Guide
ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained
Spells
Player’s Handbook
, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.
The wall
. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied.
A creature moving through the sheet of frigid air for the first time
Monsters
Monster Manual
Resistance. The glabrezu has Advantage on saving throws against spells and other magical effects.Multiattack. The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting.
Pincer. Melee Attack Roll
":"Slashing"} Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers.
Pummel. Dexterity Saving Throw: DC 17, one creature
Magic Items
Dungeon Master’s Guide
, to his heir. The rightful inheritors passed the axe on for many generations.
Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power
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
Spells
Player’s Handbook
one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a
a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.
If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Spells
Player’s Handbook
saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.
At the start of each of your later turns, the storm produces different effects, as detailed below.
Turn 2
target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.
Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6
Magic Items
Dungeon Master’s Guide
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
Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned
Magic Items
Dungeon Master’s Guide
divined.
Nature can’t abide the book’s presence. Ordinary plants wither in its presence, common animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
Magic Items
Dungeon Master’s Guide
Kas was a powerful warrior who served Vecna and whose loyalty was rewarded with this sword. As Kas’s power grew, so did his hubris. The sword urged Kas to destroy Vecna and usurp his throne
blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
Monsters
Monster Manual
. The nycaloth has Advantage on saving throws against spells and other magical effects.Multiattack. The nycaloth makes two Mercurial Axe attacks.
Mercurial Axe. Melee or Ranged Attack Roll: +9
magically returns to the nycaloth’s hand immediately after a ranged attack.Acid, PoisonCold, Fire, LightningShadowy Teleport. The nycaloth has the Invisible condition for 1 minute, and it teleports up
Monsters
Monster Manual
damage. Hit or Miss: The spear magically returns to the salamander’s hand immediately after a ranged attack.
Constrict. Strength Saving Throw: DC 15, one Large or smaller creature the
.
Flame Spear. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Flame Spear"}, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4
Monsters
Monster Manual
"}, reach 15 ft. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6", "rollType":"damage", "rollAction":"Stone Club", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Boulder. Ranged Attack Roll: +9
"}. Trigger: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant reduces the damage it takes from the attack by 11 (1d10 + 6
Monsters
Monster Manual
":"3d6", "rollType":"damage", "rollAction":"Fire Aura", "rollDamageType":"Fire"} Fire damage.
Magic Resistance. The salamander has Advantage on saving throws against spells and other magical
effects.Multiattack. The salamander makes two Flame Trident attacks.
Flame Trident. Melee or Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Flame Trident"}, reach 5 ft. or
Monsters
Monster Manual
Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.
Dagger. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit
Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate’s next turn.
Magic Items
Dungeon Master’s Guide
reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s
the mirror and facing away from it.
Placing the mirror inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the
Monsters
Monster Manual
Magic Resistance. The pixie has Advantage on saving throws against spells and other magical effects.Faerie Dust. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit
Monsters
Monster Manual
Hells.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail
attack.
Ice Spear. Melee or Ranged Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Ice Spear"}, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5
Monsters
Monster Manual
":"Incorporeal Movement", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Magic Resistance. The empyrean has Advantage on saving throws against spells and other magical
effects.Otherworldly Strike. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Otherworldly Strike"}, reach 5 ft. or range 30 ft. Hit: 7 (1d8 + 3) Necrotic
Magic Items
Dungeon Master’s Guide
within 10 feet of the wand is destroyed.
Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage
Death
3
Power Word Kill
4
Speak with Dead
1
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges (minimum of 0
Monsters
Monster Manual
magically returns to the solar’s hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet
Points somewhere in Mount Celestia.
Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead.
Magic Resistance. The solar has Advantage on saving throws
Monsters
Monster Manual
feet of itself (roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Eye Rays"}; reroll if the spectator has already used that ray during this turn):
Confusion Ray. Wisdom Saving Throw: DC
its next turn. On its next turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t
Monsters
Monster Manual
Death Burst. The skeleton explodes when it dies. Dexterity Saving Throw: DC 12, each creature in a 10-foot Emanation originating from the skeleton. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType
);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Flame Scepter", "rollDamageType":"Fire"} Fire damage.
Hurl Flame. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction






