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Returning 35 results for 'score of ranged down violence'.
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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.
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
Lorwyn: First Light
":"Bludgeoning"} Bludgeoning damage.
Poisoned Longbow. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Poisoned Longbow"}, range 150/600 ft. Hit: 8 (1d8 + 4
exploit the realm of Lorwyn-Shadowmoor’s land-dwelling species. They resemble large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence.
Monsters
Lorwyn: First Light
Wisdom (Insight) check.Multiattack. The merrow makes three Spined Tail attacks. It can replace one of these attacks with a use of Spellcasting to cast Command.
Spined Tail. Melee or Ranged Attack Roll
large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence.
Monsters
Waterdeep: Dungeon of the Mad Mage
Spellcasting. Violence is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with
spell attacks). Violence has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
Thug
Legacy
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Monsters
Basic Rules (2014)
","rollType":"damage","rollAction":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Heavy
Crossbow"} to hit, range 100/400 ft., one target. Hit: 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
Monsters
Mordenkainen's Fiendish Folio Volume 1
Vexing Presence. While within 30 feet of a mite that can see it, a non-fey creature has disadvantage on Dexterity checks and Dexterity saving throws.Dagger. Melee or Ranged weapon attack: +4
quickly become a brawl.
Heralds of Frustration. Mites are natives of the Feywild that arise when a creature becomes so irritated with a situation or event that it lashes out in violence. That
monsters
Aura of Violence. At the end of each of the gallows speaker’s turns, each creature of the gallows speaker’s choice in a 15-foot Emanation originating from the gallows speaker suffers the
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Aura of Violence", "rollDamageType":"Psychic"} Psychic damage.
Whirling Form. The gallows speaker can enter a creature’s space and
Monsters
Waterdeep: Dragon Heist
"} bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 5 (1d10);{"diceNotation
":"1d10","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"piercing"} piercing damage.Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
Monsters
Storm King's Thunder
);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Morningstar","rollDamageType":"piercing"} piercing damage.
Shortbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit
; homes destroyed. She has no tolerance for monsters or bullies.
Ideal: “We live in a violent world, and sometimes violence is necessary for survival.”
Bond: “My home is my life
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
Mordenkainen's Fiendish Folio Volume 1
Close Quarters Shooting. The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't incapacitated, if the target of the attack
);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Needle. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Monsters
Waterdeep: Dragon Heist
resilient sphereDagger. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4);{"diceNotation":"1d4","rollType
from the minds of suspects, and locate missing persons. He finds violence appalling and would never use his magic to inflict harm on others — even those who harm him.
Monsters
Acquisitions Incorporated
introduced in chapter 3Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
physical labor, Flabbergast is a bit of a bridge builder in his own way, always striving to bring people together and flexing his diplomatic muscles. A pacifist bureaucrat, he abhors violence, and rarely
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The enchanter makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Arcane Burst"} to hit, reach
defuse violence and sow peace, while malevolent enchanters are some of the most evil of all spellcasters.
Wizards
Wizards pursue magical power through the study of arcane texts. Some travel the
Hammer of Thunderbolts
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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
Mordenkainen's Fiendish Folio Volume 1
target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target.
Needle. Ranged Weapon Attack: +2;{"diceNotation
by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains
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
Monsters
The Wild Beyond the Witchlight
way. The brand disappears after 24 hours, or it can be removed from a creature or object by any spell that ends a curse.
Dagger. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType
can see and makes a Dexterity (Sleight of Hand) check, with a DC equal to 1 + the target’s passive Wisdom (Perception) score. On a successful check, Agdon pilfers one object weighing 1 pound or less that the target has in its possession but not in its grasp, without the target noticing the theft.
monsters
Detect Intelligence. The brain magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing barriers.
Magic
Resistance. The brain has Advantage on saving throws against spells and other magical effects.Multiattack. The brain makes two Disrupting Burst attacks.
Disrupting Burst. Melee or Ranged Attack Roll: +6
Monsters
Fizban's Treasury of Dragons
Trident or Necrotic Ray attacks.
Trident. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft., one target
", "rollAction":"Trident", "rollDamageType":"piercing"} piercing damage if used with two hands to make a melee attack.
Necrotic Ray. Ranged Spell Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Glaive", "rollDamageType":"necrotic"} necrotic damage.
Shortbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Shortbow"} to hit, range
hanging from a chain around the blackguard’s neck
8
Glaive adorned with a length of cloth bearing the words “I choose violence”
Smite. Immediately after the blackguard
Monsters
Planescape: Adventures in the Multiverse
":"3d6", "rollType":"damage", "rollAction":"Unarmed Strike", "rollDamageType":"psychic"} psychic damage.
Psychic Bolt. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"spell", "rollAction
), telekinesisGithzerai uniters espouse wisdom and unity rather than violence. Many uniters are members of the Sha’sal Khou, a group of githyanki and githzerai who band together to reunify the gith
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"damage", "rollAction":"Battleaxe", "rollDamageType":"cold"} cold damage.
Harpoon. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Harpoon"} to hit
. These cultists of Evil Water often hide their allegiance as long as possible while urging their communities to everincreasing depths of cruelty and violence, but if the cultists’ apostasy is
feats
General Feat (Prerequisite: Level 4+, Proficiency with Handaxes)
You gain the following benefits.
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Returning Throw
. When you make a ranged weapon attack with a Handaxe and miss on your attack roll, you can use a Bonus Action on the same turn to catch the weapon as it whirls back to you.
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 roll is
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 roll is
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 roll is
Monsters
Spelljammer: Adventures in Space
","rollAction":"Shock","rollDamageType":"lightning"} lightning damage.
Ray Gun. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Ray Gun"} to hit, range 120 ft., one creature
. Hit: 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Ray Gun","rollDamageType":"psychic"} psychic damage, and if the target is a Humanoid with an Intelligence score of 3 or higher, it
Monsters
Out of the Abyss
of gauntlets of ogre power, giving him a Strength score of 19.Multiattack. Horgar makes two melee attacks.
+2 Warhammer. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit
, respectively.
Heavy Crossbow. Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 5 (1d10);{"diceNotation":"1d10
Feats
Tasha’s Cauldron of Everything
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see
“Firearms” in the Dungeon Master’s Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
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 roll is
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
Monsters
Eberron: Rising from the Last War
","rollAction":"Spawned Melee Weapon","rollDamageType":"force"} force damage.
Spawned Ranged Weapon. Ranged Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Spawned Ranged Weapon
"} to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4","rollType":"damage","rollAction":"Spawned Ranged Weapon","rollDamageType":"force"} force damage.
Change Shape. Rak
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 roll is