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Returning 35 results for 'rod of heavy failed'.
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rod of have failed
rod of have fallen
rod of have filled
rod of have faced
rod of have famed
Magic Items
Dungeon Master’s Guide
height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Equipment
As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an
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
This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
Magic Items
Dungeon Master’s Guide
1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly
creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way
Monsters
Princes of the Apocalypse
make a DC 14 Dexterity saving throw, taking 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Death Burst","rollDamageType":"bludgeoning"} bludgeoning damage on a failed save, or half as
slot): stoneskinBlack Earth Rod. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Black Earth Rod"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation
Monsters
Bigby Presents: Glory of the Giants
Multiattack. The fomorian makes three Rod attacks.
Rod. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rod"} to hit, reach 10 ft., one target. Hit: 16 (3d6
+ 6);{"diceNotation":"3d6+6", "rollType":"damage", "rollAction":"Rod", "rollDamageType":"bludgeoning"} bludgeoning damage plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Rod
Half-Red Dragon Veteran
Legacy
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Monsters
Basic Rules (2014)
":"piercing"} piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1
);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Special Equipment. The drow wields a tentacle rod.
Sunlight Sensitivity
and three Tentacle Rod attacks.
Demon Staff. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Demon Staff"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Special Equipment. The drow wields a tentacle rod.
Sunlight Sensitivity
and three Tentacle Rod attacks.
Demon Staff. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Demon Staff"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
magic-items
This Heavy Crossbow is made of metal and fires small bolts of electricity instead of normal ammunition. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you pull
small lightning rod. If another creature within 10 feet of you takes Lightning damage while you’re holding the crossbow, you take 1d6 Lightning damage for every 10 Lightning damage the other creature took.
Hunting Trap
Legacy
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Equipment
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an
another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Elder Tempest
Legacy
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Monsters
Mordenkainen’s Tome of Foes
storm 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Living Storm"} miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly
obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
In addition, strong winds swirl in the area covered by the storm. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
tempest is always at the center of a storm 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Living Storm"} miles in diameter. Heavy precipitation in the form of either rain or snow
falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl
Magic Items
Monstrous Compendium Vol. 2: Dragonlance Creatures
This heavy mace has a dark oaken handle and a head of blackened steel trimmed with gold. In combat, the mace’s head is wreathed in inky black energy.
You gain a +3 bonus to attack and damage
weapon has 6 charges. When you hit a creature with an attack using this weapon, you can expend one charge to force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of your next turn. The weapon regains 1d6 expended charges daily at dawn.
Monsters
Candlekeep Mysteries
device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird’s head.Elemental Cannon. On initiative count 20
DC 17 Dexterity saving throw, taking 24 (7d6);{"diceNotation":"7d6","rollType":"damage","rollAction":"Elemental Cannon","rollDamageType":"cold"} cold damage on a failed save, or half as much damage
Monsters
Planescape: Adventures in the Multiverse
effects.
Special Equipment. Shemeshka carries a magic crown called the Razorvine Tiara. In the hands of anyone other than Shemeshka, the Razorvine Tiara functions as a tentacle rod that deals slashing
of arcane energy to burst around one creature she can see within 120 feet of herself. The target must make a DC 18 Dexterity saving throw. On a failed save, the target takes 45 (7d12);{"diceNotation
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
from your hand. As long as you remain cursed, you can’t take off the ring, and the arm that’s wearing it becomes unbearably heavy while you’re underwater, giving you Disadvantage on
Strength and Dexterity checks until you resurface.
Whenever you become submerged in a liquid, you must make a DC 20 Strength saving throw. On a failed save, your arm becomes immobile for 1 minute
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
Bag of Beans
Legacy
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Magic Items
Basic Rules (2014)
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius
, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Lightning Lance", "rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.Great herds of armanites race across the blasted fields of
claws and hooves, as well as their long, whiplike tails, to tear apart foes.
In the armies of demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet
magic-items
to magically reshape it into any kind of Melee weapon with which you’re proficient that doesn’t have the Heavy or Reach property.
When you hit a creature with this weapon, you can
a failed save, the target is pulled up to 15 feet closer to you before being released from the weapon’s grasp. If the target failed the save by 5 or more, it is instead pulled up to 30 feet