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Returning 35 results for 'score of ranged dark vision'.
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Feats
Player’s Handbook
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Bypass Cover. Your ranged
attacks with weapons ignore Half Cover and Three-Quarters Cover.
Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with Ranged weapons.
Long Shots. Attacking at long range doesn’t impose Disadvantage on your attack rolls with Ranged weapons.
Spells
Player’s Handbook
area appears dark and foggy, preventing vision (including Darkvision) through it.
Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.
Monsters
Eberron: Forge of the Artificer
Multiattack. The infiltrator makes three Mind Blade attacks.
Mind Blade. Melee or Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Mind Blade
Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators’ combat prowess against those enemies.PsychicMind
Monsters
Eberron: Forge of the Artificer
Multiattack. The mindkiller makes two Nightmare Whisper attacks.
Nightmare Whisper. Melee or Ranged Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction
following on each of its turns: move, take an action, or take a Bonus Action. Success: Half damage only.Mindkillers are the assassins of the Dreaming Dark, sent to terrify their foes before striking
Monsters
Eberron: Rising from the Last War
Dual Mind. The Inspired has advantage on Wisdom saving throws.
All Around Vision. The Inspired can’t be surprised.
Arcane Eye (3/Day). The Inspired can cast the arcane eye spell, requiring no
they carry out the foul agenda of the Dreaming Dark.
Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no
Monsters
Candlekeep Mysteries
Miirym fails a saving throw, she can choose to succeed instead.
X-Ray Vision. Miirym can see through solid matter out to a range of 60 feet. To her, opaque creatures, objects, and obstacles within
that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker
spells
You conjure forth a fragment of a dark star and launch it at one creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 6d12 Necrotic damage
Monsters
Eberron: Rising from the Last War
the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark.
Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans
merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to
Monsters
Eberron: Rising from the Last War
that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark.
Any humanoid
are spread throughout Khorvaire as well. Beggars and generals, mayors and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the
Monsters
Eberron: Rising from the Last War
and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark.
Any humanoid who can dream
throughout Khorvaire as well. Beggars and generals, mayors and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark
Monsters
The Wild Beyond the Witchlight
","rollAction":"Rapier"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.
Seed Sling. Ranged
.”
Bond. “The beautiful Pollenella—a vision in stripes.”
Flaw. “I cannot resist a pretty face or a heavenly scent.”
Magic Items
Keys from the Golden Vault
bonus to your spell attack rolls.
Enhanced Strength. Your Strength score increases by 4 while the shard is on your person. The shard can’t raise your Strength score above 22.
Curse. Attuning to
cut yourself with the shard and are poisoned until the next dawn.
2
You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes
Magic Items
Bigby Presents: Glory of the Giants
The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.
You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip
deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around
Monsters
Eberron: Rising from the Last War
All-Around Vision. The quori can't be surprised while it isn't incapacitated.
Incorporeal Movement. The quori can move through other creatures and objects as if they were difficult terrain. It takes
magical effects.Multiattack. The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +13;{"diceNotation":"1d20+13
Monsters
Acquisitions Incorporated
largely indifferent elder entity from beyond reality. Tapped into this dark power, the “C” Team's hoardsperson sees all existence as a puzzle to unlock, and he is obsessed by the essential lack of meaning
.
Tentacles play a big part in K'thriss's spellcasting, whether wrenching him through the sky when he uses magic to fly, or manifesting in dark, suckered form when he casts spells such as thorn whip. And
Monsters
Tyranny of Dragons
Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa’s weapon attacks score a
Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType
Monsters
Ghosts of Saltmarsh
the kraken’s next turn.Hidden in a deep, dark underwater pit near the Styes, this creature bears the mark of the dark god Tharizdun’s madness. Becoming more independent every day, it
dreams of freeing itself from its aboleth tenders and wreaking its own foul will upon the seas.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus
Reborn
Legacy
This doesn't reflect the latest rules and lore.
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Species
Van Richten’s Guide to Ravenloft
sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost
Monsters
Waterdeep: Dungeon of the Mad Mage
. Hit: 28 (6d6 + 7);{"diceNotation":"6d6+7","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.
Rock. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11","rollType
damage.
Hurl Fire. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Hurl Fire"} to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7
Cult Fanatic
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
Mordenkainen's Private Sanctum
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your
can’t use this property again until the next dawn.
Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil
Hammer of Thunderbolts
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20
to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack
Monsters
Tales from the Yawning Portal
","rollAction":"Greatsword","rollDamageType":"fire"} fire damage.
Rock. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit
: 29 (4d10 + 7);{"diceNotation":"4d10+7","rollType":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage.With dark skin and flaming red hair, fire giants have a fearsome
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal
to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice
Fire Giant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. Hit: 28 (6d6 + 7);{"diceNotation":"6d6+7","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.
Rock. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11
damage.With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy.Fire
Ioun Stone
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
(Rare). You can't be surprised while this dark blue rhomboid orbits your head.
Ioun Stone of Fortitude;Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink
cancel it.
Ioun Stone of Agility;Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
Ioun Stone of Awareness;Awareness
Magic Items
Keys from the Golden Vault
, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your ability scores again
property again until the next dawn.
Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about
Monsters
Curse of Strahd
. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage. This attack is magical.
Dagger. Melee or Ranged Weapon Attack: +2
","rollDamageType":"piercing"} piercing damage.The mad women and men known as Barovian witches forge pacts with Strahd and the Dark Powers of Ravenloft in exchange for magic and longevity. They prefer to live in
Monsters
Lost Laboratory of Kwalish
Dark Devotion. The elder monk has advantage on saving throws against being charmed or frightened.
Spellcasting. The elder monk is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell
Pike. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Force Pike"} to hit, reach 5 ft. or range 40/100 ft., one creature. Hit: 7 (1d10 + 2);{"diceNotation
Monsters
Storm King's Thunder
":"6d6+7","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.
Rock. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Rock
"} to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7","rollType":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage.
Iron Cauldron. Ranged
Monsters
Waterdeep: Dungeon of the Mad Mage
Lightning Ray twice.
Lightning Ray. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Lightning Ray"} to hit, range 30 ft., one target. Hit: 10 (3d6);{"diceNotation
skull blasts foes with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory.Cold, Lightning, PoisonFire, Necrotic, Piercing
Monsters
Storm King's Thunder
, reach 10 ft., one target. Hit: 28 (6d6 + 7);{"diceNotation":"6d6+7","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.
Rock. Ranged Weapon Attack: +11
":"bludgeoning"} bludgeoning damage.With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and