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Returning 35 results for 'the streaking hit'.
Other Suggestions:
the stealing hit
the striking hit
the screaming hit
the speaking hit
the spreading hit
Spells
Xanathar's Guide to Everything
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you
. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.
If you have
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
magic-items
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
magic-items
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
magic-items
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as
’wind rips’. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d8 thunder damage on a hit, and can be
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d12 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 2d8 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 2d8 thunder damage on a hit, and can be heard up to 100
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 2d8 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 2d8 thunder damage on a hit, and can be heard up to 100
magic-items
a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can replace any number of attacks with ranged spell attacks known as ’wind rips&rsquo
;. Wind rips have a normal range of 30 feet and a long range of 60 feet, use the same ability modifier as the sword for its attack rolls, deal 2d8 thunder damage on a hit, and can be heard up to 100
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether
you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether
you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether
you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an
Magic Items
Tasha’s Cauldron of Everything
required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
fine powder that's equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage. If this reduces the target's hit points to 0, the target
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
flying speed of 40 feet until the end of your turn. Wind Rip. With a swish, you can send a concussive wave of sound streaking towards a target. When you take the Attack action with this sword, you can
attack rolls, deal 1d10 thunder damage on a hit, and can be heard up to 100 feet away. If you score a critical hit against a creature with a wind rip, that creature is deafened until the end of its
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the party, but it might vent its fury by launching more hit-and-run attacks on Good Mead. Gahg’s Basket of Bits The metal fragments gathered by Gahg are pieces of a futuristic weapon that was
jettisoned from the cargo hold of an illithid nautiloid before the spaceship crashed (see "Id Ascendant"). Gahg witnessed the crash, which looked like a comet streaking across the sky, then found the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the party, but it might vent its fury by launching more hit-and-run attacks on Good Mead. Gahg’s Basket of Bits The metal fragments gathered by Gahg are pieces of a futuristic weapon that was
jettisoned from the cargo hold of an illithid nautiloid before the spaceship crashed (see "Id Ascendant"). Gahg witnessed the crash, which looked like a comet streaking across the sky, then found the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the party, but it might vent its fury by launching more hit-and-run attacks on Good Mead. Gahg’s Basket of Bits The metal fragments gathered by Gahg are pieces of a futuristic weapon that was
jettisoned from the cargo hold of an illithid nautiloid before the spaceship crashed (see "Id Ascendant"). Gahg witnessed the crash, which looked like a comet streaking across the sky, then found the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
flames, cold, and thunder come streaking toward them instead, they’ll never know what hit them. As a monk of the Way of the Four Elements, you combine the striking power of a typical monk with the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
flames, cold, and thunder come streaking toward them instead, they’ll never know what hit them. As a monk of the Way of the Four Elements, you combine the striking power of a typical monk with the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
flames, cold, and thunder come streaking toward them instead, they’ll never know what hit them. As a monk of the Way of the Four Elements, you combine the striking power of a typical monk with the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges
. If this reduces the target’s hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges
. If this reduces the target’s hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the