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Returning 35 results for 'makes strike with only action force for led'.
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
charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
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
Spells
Player’s Handbook
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike
Monsters
Monster Manual
Multiattack. The githyanki makes three Draconic Strike attacks.
Draconic Strike. Melee or Ranged Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Draconic Strike
"}, reach 10 ft. or range 120 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Draconic Strike", "rollDamageType":"Slashing"} Slashing damage plus 17 (5d6);{"diceNotation
Magic Items
Dungeon Master’s Guide
After you drink this potion, each Unarmed Strike you make deals an extra 1d6 Force damage on a hit. This effect lasts 10 minutes.
This potion is a thick green fluid that tastes like spinach.
Monsters
Monster Manual
of its turns.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack.
Radiant Strike. The animal lord makes one
other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Rend. Melee Attack Roll: +13;{"diceNotation":"1d20+13
Spells
Player’s Handbook
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a
target takes 6d10 Force damage.
You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
Monsters
Monster Manual
.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack.
Radiant Strike. The animal lord makes one Radiant Ray
animal lord has Advantage on saving throws against spells and other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit
Magic Items
Dungeon Master’s Guide
you can see within 60 feet of yourself. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature
Magic Items
Dungeon Master’s Guide
expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee
random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a
Equipment
An an action, you can light a Dynamite Stick and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity
saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.
It takes 1 minute to bind two or more Dynamite Sticks together so they explode at the same time. Each
Monsters
Monster Manual
regains all expended uses at the start of each of its turns.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack
.
Radiant Strike. The animal lord makes one Radiant Ray attack.Cold, Fire, Necrotic, Psychic, RadiantShape-Shift. The animal lord shape-shifts into a Huge or smaller version of the animal it represents or
Monsters
Monster Manual
makes one Bite attack and one Shadow Strike attack.
Bite. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4
", "rollDamageType":"Slashing"} Slashing damage plus 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Shadow Strike", "rollDamageType":"Cold"} Cold damage.Cold, NecroticShadow Stealth. While in Dim Light or Darkness, the vampire takes the Hide action.
Monsters
Monster Manual
regains all expended uses at the start of each of its turns.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack
.
Radiant Strike. The animal lord makes one Radiant Ray attack.Cold, Fire, Necrotic, Psychic, RadiantShape-Shift. The animal lord shape-shifts into a Huge or smaller version of the animal it represents
Equipment
As an action, you can light a Bomb and throw it at a point up to 60 feet away, where it explodes. Each creature in a 5-foot-radius Sphere centered on that point makes a DC 12 Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Monsters
Monster Manual
Multiattack. The githzerai makes two Psi Strike attacks.
Psi Strike. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Psi Strike"}, reach 5 ft. Hit: 6 (1d8 + 2
);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Psi Strike", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Psi
Spells
Player’s Handbook
creature makes this save only once per turn.
In addition, you can take the Disengage action as a Bonus Action for the spell’s duration.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A
Monsters
Monster Manual
Multiattack. The githzerai makes two Psi Strike attacks.
Psi Strike. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Psi Strike"}, reach 5 ft. Hit: 11 (2d6 + 4
);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Psi Strike", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Psi
Species
Player’s Handbook
;luck of the halflings” in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling’s behalf. Many halflings believe in the power of luck, and they
Spells
Player’s Handbook
The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target
makes a Constitution saving throw, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.
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
Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.
Lightning Strike. You can
take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw
Monsters
Monster Manual
checks.Multiattack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite.
Grave Strike (Vampire Form Only). Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit
turn.
Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.NecroticCharm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Charm
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
Multiattack. The gnoll makes two Abyssal Strike attacks.
Abyssal Strike. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Abyssal Strike"}, reach 5 ft. or
gains 10 Temporary Hit Points. Success: Half damage only.Rampage (2/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Abyssal Strike attack.
Spells
Player’s Handbook
targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing
You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.
A creature
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike, Zone of Truth
Weakening Breath. Strength Saving Throw: DC 21
Monsters
Monster Manual
action again until the start of its next turn.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 4 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
Monsters
Monster Manual
hag knows its location anywhere in the multiverse.Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14;{"diceNotation":"1d20
":"Force"} Force damage. If the target is a Large or smaller creature, it has the Prone condition.
Crackling Wave. Dexterity Saving Throw: DC 22, each creature in a 60-foot Cone. Failure: 32 (5d12
Spells
Player’s Handbook
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one
spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing
Monsters
Monster Manual
sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.
Grave Strike. Melee Attack Roll: +10
the start of its next turn.
Umbral Strike. The vampire moves up to half its Speed, and it makes one Grave Strike or Sickening Ray attack.Vampire Lairs
vampire;Vampires and vampire umbral lords
Monsters
Monster Manual
Multiattack. The noble makes three Beguiling Strike attacks.
Beguiling Strike. Melee or Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Beguiling Strike"}, reach
5 ft. or range 60 ft. Hit: 18 (4d6 + 4);{"diceNotation":"4d6+4", "rollType":"damage", "rollAction":"Beguiling Strike", "rollDamageType":"Psychic"} Psychic damage, and the target has the Charmed
Monsters
Monster Manual
deals double damage to objects and structures.Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
Tentacle. Melee Attack Roll: +17;{"diceNotation":"1d20+17
Strike. Dexterity Saving Throw: DC 23, one creature the kraken can see within 120 feet. Failure: 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Lightning Strike", "rollDamageType
Monsters
Monster Manual
", "rollAction":"Shockwave of Glory", "rollDamageType":"Force"} Force damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The empyrean can’t take this action
effects.Multiattack. The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination.
Sacred Weapon. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit






