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Returning 35 results for 'pick'.
Equipment
Proficiency with a War Pick allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
magic-items
These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weapon’s rarity, and
magic-items
This deep red weapon was made by a vengeful craftsman. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. If the attack is made against a creature who dealt damage to
Magic Items
The Book of Many Things
You gain a +1 bonus to attack and damage rolls made with this magic war pick. It has the following special properties:
Meld into Stone. You can cast the Meld into Stone spell from this war pick
. Once this property is used, it can’t be used again until the next dawn.
Petrification. The war pick has 1d6 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit
Magic Items
Phandelver and Below: The Shattered Obelisk
The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick.
While
wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn.
magic-items
This old, weathered War Pick is able to effortlessly break and mold stone. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Creatures and objects made of stone that
are hit by the War Pick take an extra 1d8 Piercing damage from the attack. In addition, the weapon has 3 charges and regains 1d3 expended charges daily at dawn. You can expend 1 charge to cast the Meld into Stone or Stone Shape spell from the weapon.
Pick, Miner's
Legacy
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Equipment
A miner's pick is designed to concentrate the force of its blow on a small area.
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
magic-items
These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weapon’s rarity, and
magic-items
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage
magic-items
This magic weapon grants a +1 bonus to attack and damage rolls made with it. Whenever you finish a Long Rest, choose one of the following creature types: Aberration, Beast, Celestial, Dragon, Fiend
magic-items
A creation of the daelkyr, this weapon is formed from muscle and bone. It may moan, growl, or wail, and it twists in your grip if it doesn’t like you. If any creature attempts to wield this
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Cavalry Pick you must take the Advanced Weapon
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
magic-items
Forge Adepts can imbue a weapon with a fraction of theirspirit, creating what the Dhakaani daashors call a ghaal’shaarat, Goblin for “mighty blade.”
Returning Weapon. The
magic-items
When you reduce a Small or larger creature to 0 Hit Points or score a Critical Hit against a target with this weapon, you can create a harmless sensory effect or illusion, as if by the
magic-items
When you hit a creature with this weapon, the target must succeed on a DC 15 Strength saving throw or be moved 15 feet away from you in a straight line. You must be laughing maniacally while using the
magic-items
This magic weapon has 5 charges. When you hit a creature with it, you can expend 1 of the weapon’s charges to negate all of the creature’s Resistance;Resistances to damage until the end of
magic-items
These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weapon’s rarity, and
magic-items
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which deals an extra 1d4 Fire damage on a hit. This weapon has 3 charges and regains 1d3 expended charges daily at
magic-items
When you hit a creature with this weapon, you are subjected to the effects of the Levitate spell, rising vertically up to 20 feet and remaining there for 10 minutes or until you end the spell as a
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
magic-items
When you hit a creature with this weapon, it screams out a horrible insult at the target. In addition to taking normal damage, the target must succeed on a DC 15 Wisdom saving throw or suffer
magic-items
You can invoke great destructive power when you wield this weapon, causing triple damage on a successful hit. The power requires a magical word or phrase to be uttered, which you choose when you
magic-items
Forged as a pair, these magic weapons are crafted from the matching upper and lower jaw bones of a tar-rasque. Their innate magic—and one of the reasons the tar-rasque’s bite is so
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
This weapon was forged using the preserved remains of an ancient mimic. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. As a Bonus Action, you can use a command word
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Luminous War Pick Weapon (War Pick), Rare (Requires Attunement) The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1
bonus to attack and damage rolls made with this war pick. While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn. CoupleOfKooks Luminous War Pick
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Luminous War Pick Weapon (War Pick), Rare (Requires Attunement) The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1
bonus to attack and damage rolls made with this war pick. While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn. CoupleOfKooks Luminous War Pick
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Pick and Chuuls Slimy Water. This cave and the adjoining tunnels are flooded to a depth of 10 feet with slimy water fouled by the aboleth’s presence.
Chuuls. Two chuuls hide in the murky water
in area 15.)
Rusty Pick. The walls and the 30-foot-high ceiling are coated in slime. A rusty miner’s pick is stuck in the west wall just above the water line.
The miner’s pick can be pried loose
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Luminous War Pick Weapon (War Pick), Rare (Requires Attunement) The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1
bonus to attack and damage rolls made with this war pick. While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn. CoupleOfKooks Luminous War Pick
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Pick and Chuuls Slimy Water. This cave and the adjoining tunnels are flooded to a depth of 10 feet with slimy water fouled by the aboleth’s presence.
Chuuls. Two chuuls hide in the murky water
in area 15.)
Rusty Pick. The walls and the 30-foot-high ceiling are coated in slime. A rusty miner’s pick is stuck in the west wall just above the water line.
The miner’s pick can be pried loose
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Pick and Chuuls Slimy Water. This cave and the adjoining tunnels are flooded to a depth of 10 feet with slimy water fouled by the aboleth’s presence.
Chuuls. Two chuuls hide in the murky water
in area 15.)
Rusty Pick. The walls and the 30-foot-high ceiling are coated in slime. A rusty miner’s pick is stuck in the west wall just above the water line.
The miner’s pick can be pried loose
Magic Items
Dungeon Master’s Guide
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.