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Returning 35 results for 'rolls close'.
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Magic Items
D&D Free Rules (2024)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have
. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving
Backgrounds
Spelljammer: Adventures in Space
pouch containing 10 gp
Close Encounter
You had a harrowing encounter with one of Wildspace’s many terrors. You escaped with your life, but the encounter left you with a scar or two, or perhaps a
recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you. Creatures marked with an asterisk appear in Boo’s Astral Menagerie; the others are
Monsters
Fizban's Treasury of Dragons
disadvantage on attack rolls until the start of its next turn.Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of
metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as they move about the
Monsters
Acquisitions Incorporated
bonus action.
Sunlight Sensitivity. While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The deep crow makes three
resembles a massive version of its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, calling to those close to death. Each non-Undead creature within 120 feet of the specter must make a DC 15 Constitution saving throw. On a failure, the creature hears the wail and is marked for death
.
A creature marked for death can’t regain hit points, has disadvantage on death saving throws, and all attack rolls against it are made with advantage. This effect lasts for 1 minute or until
Monsters
Guildmasters’ Guide to Ravnica
Sensitivity. While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The gloamwing makes two attacks: one with its bite
the specters get their name. Their work can include driving off people who accidentally wander too close to a secret rooftop meeting, killing those who knowingly infiltrate Dimir property, and
Monsters
Fizban's Treasury of Dragons
target has disadvantage on attack rolls until the start of its next turn.Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in
produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition
earth that is prized for its multihued shell. It may seem harmless, but if a creature big enough to be a threat approaches too close, the snail flashes a scintillating light and attacks with its mace
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, or half as much damage on a successful one.A bronze scout seldom emerges from underground. Its telescoping eyestalks observe foes at close range while most of its segmented body remains buried
. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3
Ground Fault. The clockwork has vulnerability to lightning damage.
4
Imprinting Loop. Roll a
Monsters
Bigby Presents: Glory of the Giants
space as close as possible to the center. Then a burst of thunder erupts in a 30-foot-radius sphere centered on the same point. Each creature in that area takes 52 (8d12);{"diceNotation":"8d12
once by this compulsion.
Empowered Cloud Giants. Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Mischievous Whispers. Whispers can be heard on the wind within
Monsters
Bigby Presents: Glory of the Giants
are transformed into fine carving stones and brilliant gems.
If a miner tunnels too close to the heart of the mountain, the cradle of the stone scion;cradle awakens as a bipedal mass of stone and
damage rolls.
If the scion dies, the Empowered Stone Giants effect ends immediately. The other effects cease to produce new moss and minerals, and existing moss dies within 1d10;{"diceNotation
Monsters
Bigby Presents: Glory of the Giants
, almost becoming one with the earth. While the scion dreams, the mountain’s minerals are transformed into fine carving stones and brilliant gems.
If a miner tunnels too close to the heart of the
giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls.
If the scion dies, the Empowered Stone Giants effect ends immediately. The other effects cease to produce new moss and
Monsters
Eberron: Rising from the Last War
actual locations, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
close my eyes, I see my past misdeeds.”
5
“I don’t trust my sight. I have no idea what’s real and what’s a hallucination.”
6
“Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered.”
Poison, Psychic
Monsters
Curse of Strahd
in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.Multiattack (Vampire Form Only). Strahd makes two attacks, only one of
close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again
Monsters
Fizban's Treasury of Dragons
; scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back
a DC 15 Dexterity saving throw or take 13 (2d12);{"diceNotation":"2d12", "rollType":"damage", "rollAction":"", "rollDamageType":"radiant"} radiant damage and be outlined in the glow. Attack rolls made
Monsters
Fizban's Treasury of Dragons
dragons’ scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with
":"radiant"} radiant damage and be outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can’t hide or benefit from being invisible. The starlight and
Equipment
This distinctive short-range firearm features a dramatically flared muzzle designed to launch shot in a wide spray. Most effective at close range, the Blunderbuss can be considered a precursor to the
modern shotgun.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Scatter. Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with this weapon.
Grappler
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Basic Rules (2014)
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
You have advantage on attack rolls against a creature you are grappling
monsters
on roots like legs, and the broken trunk becomes a fierce, grinding maw. The maidenwood’s tendrils blossom into lifelike figures it uses to lure its prey close.
Secret. The curse that maintains
. The maidenwood has Advantage on attack rolls against the Charmed target. If the target takes damage, the Charmed condition ends at the end of the current turn.
monsters
":"Piercing"} Piercing damage if the swarm is Bloodied. If the target is a creature, it has Disadvantage on attack rolls until the start of the swarm’s next turn.
Cacophony (Recharge 5–6
swoop down to tear at the flesh of their victims. A crowstorm’s horrific caws mingle into an eerie cacophony of pleading whispers, and it robs the gift of flight from anything that draws too close
magic-items
D&D Free Rules (2024)
. The weapon uses your attack roll and adds your ability modifier to damage rolls.
While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of
tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Berserker Axe Weapon (Battleaxe, Greataxe, or Halberd), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned
, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Berserker Axe Weapon (Battleaxe, Greataxe, or Halberd), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned
, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Berserker Axe Weapon (Battleaxe, Greataxe, or Halberd), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned
, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Grappler Prerequisite: Strength 13 or higher You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: You have advantage on attack rolls
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Grappler Prerequisite: Strength 13 or higher You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: You have advantage on attack rolls
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Berserker Axe Weapon (Battleaxe, Greataxe, or Halberd), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned
, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, 50 feet of hempen rope, and a pouch containing 10 gp Close Encounter You had a harrowing encounter with one of Wildspace’s many terrors. You escaped with your life, but the encounter left you with a
scar or two, or perhaps a recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you. Creatures marked with an asterisk appear in Boo’s Astral
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, 50 feet of hempen rope, and a pouch containing 10 gp Close Encounter You had a harrowing encounter with one of Wildspace’s many terrors. You escaped with your life, but the encounter left you with a
scar or two, or perhaps a recurring nightmare. Roll on the Close Encounter table to determine which creature nearly got the best of you. Creatures marked with an asterisk appear in Boo’s Astral
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
spot other creatures, they feel keenly the need for interaction and so they launch their harpoon-like arms to drag their victims close. The Lonely
Medium monstrosity, neutral evil
Armor Class 16
Lonely’s turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.
Thrives on Company. The Lonely has advantage on attack rolls while it is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
spot other creatures, they feel keenly the need for interaction and so they launch their harpoon-like arms to drag their victims close. The Lonely
Medium monstrosity, neutral evil
Armor Class 16
Lonely’s turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.
Thrives on Company. The Lonely has advantage on attack rolls while it is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a
you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the
your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the
your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Drow Chase If the adventurers flee from the drow, use the chase rules in chapter 8 of the Dungeon Master’s Guide to play out the pursuit. The drow are on foot. If she gets close enough to do so
render some of them unconscious. Chase Complications Each participant in the chase rolls a d20 at the end of its turn and consults the Drow Chase Complications table. The result (if any) affects the