Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'next con reach pdf'.
                    
                
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
                                                
                                            
                                                
                                                    Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
                                                
                                            
                                                
                                                    You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     Disadvantage on the next attack roll it makes before the end of its next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     Attack;Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn
                                                
                                            
                                                
                                                    , it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Slashing damage, and the target can’t regain Hit Points until the start of the spirit’s next turn.
Eye Ray (Beholderkin Only
                                                
                                            
                                                
                                                    ;
Mod
Save
STR
16
+3
+3
DEX
10
+0
+0
CON
15
+2
+2
 
 
Mod
Save
INT
16
+3
+3
WIS
10
+0
+0
CHA
6
−2
−2
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ’s level
HP 30 + 10 for each spell level above 4
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
 
 
Mod
Save
STR
17
+3
+3
DEX
13
+1
+1
CON
                                                
                                            
                                                
                                                     modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell’s level Piercing damage plus 1d4 Poison damage.
Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Necrotic damage, and the target has the Frightened condition until the end of its next
                                                
                                            
                                                
                                                     Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell’s level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    
STR
13
+1
+1
DEX
16
+3
+3
CON
14
+2
+2
 
 
Mod
Save
INT
14
+2
+2
WIS
11
+0
+0
CHA
16
+3
+3
Immunities Charmed
                                                
                                            
                                                
                                                     number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
 
 
Mod
Save
STR
19
+4
+4
DEX
14
+2
+2
CON
17
+3
+3
 
 
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
14
+2
+2
                                                
                                            
                                                
                                                    : Bonus equals your spell attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell’s level Piercing damage.
Breath Weapon. Dexterity Saving Throw: DC equals your spell save DC, each creature in
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
 
 
Mod
Save
STR
18
+4
+4
DEX
10
+0
+0
CON
18
+4
+4
 
 
Mod
Save
INT
14
+2
+2
WIS
11
+0
+0
CHA
5
                                                
                                            
                                                
                                                     Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can’t make Opportunity Attack;Opportunity Attacks, and its Speed is halved.
Actions
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to
                                                
                                            
                                                
                                                     make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     attained.
Curse. This weapon is cursed, and 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 within reach at all times
                                                
                                            
                                                
                                                     creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    . (Demon only); Fly 60 ft. (Devil only)
 
 
Mod
Save
STR
13
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
 
 
Mod
Save
INT
10
+0
+0
                                                
                                            
                                                
                                                     makes a number of attacks equal to half this spell’s level (round down).
Bite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ); Fly 40 ft. (hover; Air only); Swim 40 ft. (Water only)
 
 
Mod
Save
STR
18
+4
+4
DEX
15
+2
+2
CON
17
+3
+3
 
 
Mod
Save
                                                
                                            
                                                
                                                    . The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
 
 
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
                                                
                                            
                                                
                                                     you’re within 5 feet of it.
Actions
Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    
Speed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)
 
 
Mod
Save
STR
18
+4
+4
DEX
11
+0
+0
CON
16
+3
+3
                                                
                                            
                                                
                                                     enemy’s reach.
Pack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit’s allies is within 5 feet of the creature and
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    
+3
DEX
10
+0
+0
CON
10
+0
+0
 
 
Mod
Save
INT
3
−4
−4
WIS
3
−4
−4
CHA
1
−5
−5
                                                
                                            
                                                
                                                     Proficiency Bonus)
Actions
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
                                                
                                            
                                                
                                                     7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51–55
You have the Stunned condition until the end of your next turn, believing something awesome
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    
DEX
14
+2
+2
CON
16
+3
+3
 
 
Mod
Save
INT
10
+0
+0
WIS
14
+2
+2
CHA
16
+3
+3
Resistances Radiant
Immunities Charmed
                                                
                                            
                                                
                                                     spell’s level Radiant damage.
Radiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Radiant damage, and the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
                                                
                                            
                                                
                                                     4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn.
Paralyze. When you hit a creature
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
                                                
                                            
                                                
                                                     Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     the end of its next turn.Claw. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage
                                                
                                            
                                                
                                                    , one creature the mephit can see within 15 feet. Failure: The target has the Blinded condition until the end of the mephit’s next turn.Fire, Poison
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Multiattack. The ettin makes one Battleaxe attack and one Morningstar attack.
Battleaxe. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Battleaxe"}, reach 5 ft
                                                
                                            
                                                
                                                     condition.
Morningstar. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Morningstar"}, reach 5 ft. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5", "rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     the end of its next turn.Slam. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1", "rollType":"damage
                                                
                                            
                                                
                                                    , one creature the mephit can see within 15 feet. Failure: The target has the Restrained condition until the end of the mephit’s next turn.Poison
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Fearsome Claw. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Fearsome Claw"}, reach 5 ft. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1", "rollType":"damage
                                                
                                            
                                                
                                                    ", "rollAction":"Fearsome Claw", "rollDamageType":"Slashing"} Slashing damage, and the target has the Frightened condition until the end of the scarecrow’s next turn.
Terrifying Glare. Wisdom Saving Throw
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     next turn. Success: The target is immune to this ghast’s Stench for 24 hours.Multiattack. The ghast makes two Horrific Necrosis attacks. It can replace one attack with a Claw attack.
Claw. Melee
                                                
                                            
                                                
                                                     Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 13 (3d6 + 3);{"diceNotation":"3d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"}, reach 5 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Bite
                                                
                                            
                                                
                                                    ","rollDamageType":"Piercing"} Piercing damage, and the next attack roll made against the target before the start of the worg’s next turn has Advantage.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    "}, reach 5 ft. Hit: 16 (3d6 + 6);{"diceNotation":"3d6+6", "rollType":"damage", "rollAction":"Scimitar", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage
                                                
                                            
                                                
                                                     until the start of the pirate’s next turn. Poison. The target has the Poisoned condition until the start of the pirate’s next turn.
Pistol. Ranged Attack Roll: +10;{"diceNotation":"1d20
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Greatsword"}, reach 5 ft. Hit: 19 (4d6 + 5);{"diceNotation":"4d6+5", "rollType":"damage", "rollAction":"Greatsword", "rollDamageType":"Slashing"} Slashing damage. The warrior also creates one of the following
                                                
                                            
                                                
                                                     effects:
Sap. The target has Disadvantage on its next attack roll before the start of the warrior’s next turn.
Maneuver. One ally who can see or hear the warrior can take a Reaction to move up
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Flame Sword"}, reach 10 ft. Hit: 21 (4d6 + 7);{"diceNotation":"4d6+7", "rollType":"damage", "rollAction":"Flame Sword", "rollDamageType":"Slashing"} Slashing damage plus 10 (3d6);{"diceNotation":"3d6
                                                
                                            
                                                
                                                    ", "rollType":"damage", "rollAction":"Hammer Throw", "rollDamageType":"Fire"} Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn.Fire
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Multiattack. The ghoul makes two Icy Bite attacks.
Icy Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Icy Bite"}, reach 5 ft. Hit: 9 (2d6 + 2
                                                
                                            
                                                
                                                    );{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Icy Bite", "rollDamageType":"Cold"} Cold damage, and the target’s Speed decreases by 5 feet until the start of the ghoul’s next turn.
Claw
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollAction":"Sacred Weapon"}, reach 10 ft. Hit: 31 (6d6 + 10);{"diceNotation":"6d6+10", "rollType":"damage", "rollAction":"Sacred Weapon", "rollDamageType":"Force"} Force damage, and the target has the
                                                
                                            
                                                
                                                     Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft. Hit: 17 (2d8 + 8);{"diceNotation":"2d8+8", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Slashing"} Slashing
                                                
                                            
                                                
                                                     the target’s next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Frightful Presence. The dragon casts Fear, requiring no Material
                                                
                                            
                                        





