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Returning 35 results for 'strike of remains deals viewed'.
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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
Magic Items
Dungeon Master’s Guide
After you drink this potion, each Unarmed Strike you make deals an extra 1d6 Force damage on a hit. This effect lasts 10 minutes.
This potion is a thick green fluid that tastes like spinach.
Spells
Player’s Handbook
), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for
your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Equipment
the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can’t be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.
Monsters
Monster Manual
water. Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the
checks.Multiattack (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite.
Grave Strike (Vampire Form Only). Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit
Spells
Player’s Handbook
creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a
Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.
When you cast this spell, you
Monsters
Monster Manual
Siege Monster. The treant deals double damage to objects and structures.Multiattack. The treant makes two Slam attacks.
Slam. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible.Bludgeoning, PiercingFire
Monsters
Monster Manual
deals double damage to objects and structures.Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
Tentacle. Melee Attack Roll: +17;{"diceNotation":"1d20+17
Strike. Dexterity Saving Throw: DC 23, one creature the kraken can see within 120 feet. Failure: 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Lightning Strike", "rollDamageType
Monsters
Monster Manual
vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the
sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.
Grave Strike. Melee Attack Roll: +10
Spells
Player’s Handbook
your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear
that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage
Feats
Player’s Handbook
the opposite end of the weapon. The weapon deals Bludgeoning damage, and the weapon’s damage die for this attack is a d4.
Reactive Strike. While you’re holding a Quarterstaff, a Spear
Strike. Immediately after you take the Attack action and attack with a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can use a Bonus Action to make a melee attack with
Magic Items
Dungeon Master’s Guide
While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried.
The weapon has the following additional properties.
Clap of Thunder. As a Magic action, you can strike
Magic Items
Dungeon Master’s Guide
When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any creature other than you that sees its
Magic Items
Dungeon Master’s Guide
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Magic Items
Dungeon Master’s Guide
normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1
Magic Items
Dungeon Master’s Guide
of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80
The Moonblade gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. Each
. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
Feats
Astarion's Book of Hungers
Immunity to Radiant damage.
Blazing Strike. When you hit a creature with a weapon attack, the damage can be Radiant or the weapon’s normal damage type (your choice).
Burst of Sunlight. Once per
turn when you hit a creature with an attack that deals Radiant damage, you can emit Bright Light in a 30-foot radius from yourself and Dim Light for an additional 30 feet until the start of your next turn. This light is sunlight.
Feats
Forgotten Realms: Heroes of Faerûn
Origin Feat
You gain the following benefits.
Inspiring Strike. Once per turn when you score a Critical Hit against a creature, you can choose an ally within 30 feet of yourself who can see or hear
you and who lacks Heroic Inspiration. That ally gains Heroic Inspiration.
Reassert Honor. When an enemy you can see deals damage to an ally of yours that is within 5 feet of you, you have Advantage on your next attack roll against that enemy before the end of your next turn.
Feats
Astarion's Book of Hungers
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
Radiant Strike. When you make a
damage roll that deals Radiant damage, you can cause one Huge or smaller creature taking the damage to have the Prone condition. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Monsters
Astarion's Book of Hungers
.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the
of its turns.
Hellfire Strike. The vampire moves up to half its Speed, and it makes one Hellfire Claw attack.
Infernal Majesty. Charisma Saving Throw: DC 17, each creature in a 20-foot Emanation
Earth Elemental Myrmidon
Legacy
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Monsters
Princes of the Apocalypse
(Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Thunderous Strike"}. The myrmidon makes one maul attack. If the attack hits, it deals an extra 16 (3d10);{"diceNotation":"3d10
","rollAction":"Maul"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage","rollAction":"Maul","rollDamageType":"bludgeoning"} bludgeoning damage.
Thunderous Strike
Magic Items
Bigby Presents: Glory of the Giants
these gauntlets, your unarmed strike deals an additional 1d6 force damage on a hit. Additionally, whenever you finish a long rest, choose one of the following damage types: acid, cold, fire, lightning
spectral fists that envelop the gauntlets and mimic your hand motions. The fists can also launch themselves to strike distant opponents, returning immediately to your space after they hit or miss
Magic Missile
Legacy
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Spells
Basic Rules (2014)
You create three glowing darts of magical force. Each dart hits 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
Mordenkainen Presents: Monsters of the Multiverse
includes its Wisdom modifier.Multiattack. The githzerai makes three Unarmed Strike attacks.
Unarmed Strike. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Unarmed
Strike"} to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage plus 18 (4d8
Githzerai Anarch
Legacy
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Monsters
Mordenkainen’s Tome of Foes
modifier.Multiattack. The anarch makes three unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Unarmed Strike"} to hit, reach 5 ft
., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage plus 18 (4d8);{"diceNotation":"4d8
Branding Smite
Legacy
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Spells
Basic Rules (2014)
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which
Magic Items
The Book of Many Things
can see them. The bolts automatically strike their targets, and each bolt deals 2d4 cold damage.
Whirling Hail. As an action, you can spend 3 charges and cast the Ice Storm spell (save DC 16).
The crown regains 1d6 expended charges daily at dawn.
speed equal to your walking speed, and you can hover. While flying, you glow faintly with starlight.
Starlight Strike. As an action, you can spend any number of charges to launch bolts of frigid
Reverse Gravity
Legacy
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Spells
Basic Rules (2014)
ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking
anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.
Treant
Legacy
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Monsters
Basic Rules (2014)
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.Multiattack. The treant
have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or
Monsters
The Book of Many Things
Strike attacks.
Constrict. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Constrict"} to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6);{"diceNotation":"3d6+6
":"poison"} poison damage.
Wrathful Strike. Ranged Spell Attack: +12;{"diceNotation":"1d20+12", "rollType":"spell", "rollAction":"Wrathful Strike"} to hit, range 120 ft., one creature. Hit: 22 (3d10 + 6
Cordon of Arrows
Legacy
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Spells
Player’s Handbook (2014)
creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity
saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you choose, and
Monsters
Storm King's Thunder
False Appearance. While Turlang remains motionless, he is indistinguishable from a normal tree.
Siege Monster. Turlang deals double damage to objects and structures.Multiattack. Turlang makes two
Slam action option. An animated tree acts as an ally of Turlang . The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until Turlang
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Some githyanki have been able to strike deals with the
material components and using Intelligence as the spellcasting ability:
At will: speak with dead
1/day: plane shift (self only)Berbalangs creep across the petrified remains of dead gods adrift on the
Monsters
Infernal Machine Rebuild
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.Multiattack. The treant
only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until