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                        Returning 35 results for 'range strikes'.
                    
                
                        
                            
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                                        range strike
                                    
                                
                        
                    
                
                        
                                                     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
                                                    
                                                
                                            
                                                    ":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant damage.
Animal Spirit. The animal lord
                                                
                                            
                                                
                                                     conjures an animal spirit that strikes at a creature and then disappears. Dexterity Saving Throw: DC 20, one creature the animal lord can see within 120 feet. Failure: 28 (4d10 + 6);{"diceNotation":"4d10+6
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
                                                
                                            
                                                
                                                     category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType
                                                
                                            
                                                
                                                    ":"Radiant"} Radiant damage.
Animal Spirit. The animal lord conjures an animal spirit that strikes at a creature and then disappears. Dexterity Saving Throw: DC 20, one creature the animal lord can see
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant damage.
Animal Spirit. The animal lord
                                                
                                            
                                                
                                                     conjures an animal spirit that strikes at a creature and then disappears. Dexterity Saving Throw: DC 20, one creature the animal lord can see within 120 feet. Failure: 28 (4d10 + 6);{"diceNotation":"4d10+6
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    +12", "rollType":"to hit", "rollAction":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant
                                                
                                            
                                                
                                                     damage.
Animal Spirit. The animal lord conjures an animal spirit that strikes at a creature and then disappears. Dexterity Saving Throw: DC 20, one creature the animal lord can see within 120 feet
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold
                                                
                                            
                                                
                                                     damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of
                                                
                                            
                                                
                                                     the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5 feet of it
                                                
                                            
                                        
                                                    Water Elemental Myrmidon
                                                    
    
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                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    ":"to hit","rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Trident","rollDamageType":"piercing
                                                
                                            
                                                
                                                     Strikes (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Freezing Strikes"}. The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10);{"diceNotation":"1d10
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Multiattack. The goliath makes two Spear attacks.
Spear. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft
                                                
                                            
                                                
                                                     they live alongside, so goliath giant-kin dwelling near frost giants boast of their might, while those dwelling with stone giants cherish artistry.ColdGiant’s Strikes (Recharge 5–6
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Multiattack. The myrmidon makes three Trident attacks.
Trident. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Trident"} to hit, reach 5 ft. or range 20
                                                
                                            
                                                
                                                    ":"damage","rollAction":"Trident","rollDamageType":"force"} force damage if used with two hands to make a melee attack.
Freezing Strikes (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     feet.Multiattack. Thalamra uses eldritch blast twice or makes two unarmed strikes.
Eldritch Blast (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                    ":"Eldritch Blast"} to hit, range 120 ft., one creature. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4","rollType":"damage","rollAction":"Eldritch Blast","rollDamageType":"force"} force damage.
Unarmed Strike
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     it.
Heavy Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation":"1d10+3
                                                
                                            
                                                
                                                     Kronenstrom, is a psychotic brute who worships Malar the Beast Lord. He hunts Ten-Towners for sport, bathes in their blood, and strikes fear into the hearts of his enemies. Several members of Isarr's clan have
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Unarmed Strikes. Hlam's unarmed strikes are magical.
Unarmored Defense. While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Hlam attacks three times
                                                
                                            
                                                
                                                    ","rollAction":"Dart"} to hit, range 20/60 ft., one target. Hit: 9 (1d4 + 7);{"diceNotation":"1d4+7","rollType":"damage","rollAction":"Dart","rollDamageType":"piercing"} piercing damage.
Quivering Palm
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     no armor and wielding no shield, her AC includes its Wisdom modifier.
Teleporter Ring. Havia wears a teleporter ring (see “Teleporter Rings”).Multiattack. Havia makes three unarmed strikes
                                                
                                            
                                                
                                                     hit","rollAction":"Dart"} to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dart","rollDamageType":"piercing"} piercing damage.Deflect
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     strikes or three dart attacks.
Unarmed Strike. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Unarmed Strike"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3
                                                
                                            
                                                
                                                    ":"to hit","rollAction":"Dart"} to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dart","rollDamageType":"piercing"} piercing damage.Deflect
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Longbow"} to hit, range 150/600 ft., one target. Hit: 4 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction
                                                
                                            
                                                
                                                     Yeenoghu, a flind uses demonic insight to guide the gnolls toward weak prey ripe for slaughter.
Unlike other leaders who might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those it strikes.
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     use of Spellcasting.
Divine Radiance. Melee or Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction":"Divine Radiance"} to hit, reach 5 ft. or range 60 ft., one target. Hit
                                                
                                            
                                                
                                                     (spell save DC 13):
At will: light, spare the dying
2/day each: command, create food and water, cure wounds, faerie fire, hold person, revivify
1/day: death wardMercion strikes the balance of a
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     Strike"} to hit, reach 15 ft. or range 120 ft., one target. Hit: 19 (2d10 + 8);{"diceNotation":"2d10+8", "rollType":"damage", "rollAction":"Force Strike", "rollDamageType":"force"} force damage, and
                                                
                                            
                                                
                                                     creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as it would during a downward fall. If the creature reaches the top of the area without striking anything
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     effect on itself on a success.
Brass Crossbow. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Brass Crossbow"} to hit, range 100/400 ft., one target. Hit: 14
                                                
                                            
                                                
                                                     often unaware of being hunted until the orthon strikes. This invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it.
Orthons
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    .
Shard of Shadow. Ranged Spell Attack: +12;{"diceNotation":"1d20+12","rollType":"spell","rollAction":"Shard of Shadow"} to hit, range 120 ft., one target. Hit: 10 (1d6 + 7);{"diceNotation":"1d6+7
                                                
                                            
                                                
                                                    .
Shadow Strikes (Costs 2 Actions). Provided she is in bright or dim light, Nintra causes her shadow to attack a creature within 10 feet of her. Her shadow makes two claw attacks, each attack identical to
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    ":"to hit","rollAction":"Flame Blast"} to hit, range 250 ft., one target. Hit: 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Flame Blast","rollDamageType":"fire"} fire damage.
Summon
                                                
                                            
                                                
                                                     elemental node in which Imix is present becomes vulnerable to the influence of fire. This creates the following effects:
A dry, baking heat wave strikes the region within 10 miles of Imix’s
                                                
                                            
                                        
                                                     Spells
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground
                                                
                                            
                                                
                                                    , stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and
                                                
                                            
                                        
                                                    Martial Arts Adept
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.Multiattack. The adept makes three unarmed strikes or three dart attacks.
Unarmed
                                                
                                            
                                                
                                                     Constitution saving throw or be stunned until the end of the adept's next turn.
Dart. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dart"} to hit, range 20/60 ft., one
                                                
                                            
                                        
                                                    Empyrean
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     of the empyrean’s next turn.
Bolt. Ranged Spell Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Bolt"} to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of
                                                
                                            
                                                
                                                     gain advantage on ability checks and saving throws until the end of the empyrean’s next turn.
Trembling Strike (Costs 2 Actions). The empyrean strikes the ground with its maul, triggering an
                                                
                                            
                                        
                                                     Monsters
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     adept makes three unarmed strikes or three dart attacks.
Unarmed Strike. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Unarmed Strike"} to hit, reach 5 ft., one
                                                
                                            
                                                
                                                    ","rollType":"to hit","rollAction":"Dart"} to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dart","rollDamageType":"piercing"} piercing
                                                
                                            
                                        
                                                     Monsters
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     adept makes three unarmed strikes or three dart attacks.
Unarmed Strike. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Unarmed Strike"} to hit, reach 5 ft., one target
                                                
                                            
                                                
                                                    ","rollType":"to hit","rollAction":"Dart"} to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dart","rollDamageType":"piercing"} piercing damage
                                                
                                            
                                        
                                                    Freezing Sphere
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
                                                
                                            
                                                
                                                     saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. 
If the globe strikes a body of water or a liquid that is principally water (not
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     the ability when you select this feat).
Natural Weapons. You have claws, fangs, horns, or some other natural weapon that you can use to make Unarmed Strike;Unarmed Strikes that deal (1d8) damage on a
                                                
                                            
                                                
                                                     hit. The damage is Bludgeoning, Piercing, or Slashing as appropriate to the form.
Night Vision. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 30 feet.
                                                
                                            
                                        
                                                    Delayed Blast Fireball
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your
                                                
                                            
                                                
                                                     Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a
                                                
                                            
                                        
                                                    Otiluke's Freezing Sphere
                                                    
    
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
                                                
                                            
                                                
                                                     saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not
                                                
                                            
                                        
                                                     Spells
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather’s magic with this improved version of the
                                                
                                            
                                                
                                                     spell, as used by Jim Darkmagic!
You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make
                                                
                                            
                                        
                                                    Bigby's Hand
                                                    
    
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the
                                                
                                            
                                                
                                                     with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage
                                                
                                            
                                        
                                                    Arcane Hand
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the
                                                
                                            
                                                
                                                     with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage
                                                
                                            
                                        
                                                     Species
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind
                                                
                                            
                                                
                                                     to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes — or, indeed, whenever the mood strikes them
                                                
                                            
                                        





