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Returning 35 results for 'unarmed vs deals'.
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unarmored vs death
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Magic Items
Dungeon Master’s Guide (2024)
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.
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
.
The fists last for 1 minute or until you are incapacitated. While the spectral fists are active, unarmed strikes you make on your turn have a reach of 30 feet, and when you hit a creature with an
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
Monsters
Waterdeep: Dungeon of the Mad Mage
","rollAction":"Dwarven Thrower","rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands to make a melee attack. On a ranged attack that hits, the hammer deals an extra 1d8;{"diceNotation
is a giant). Hit or Miss: If thrown, the weapon flies back to Zorak's hand after the attack.
Multiattack. (Vampire Form Only). Zorak makes two attacks, only one of which can be a bite attack.
Unarmed
Magic Items
Tasha’s Cauldron of Everything
vampire fang)
1 vampire
You can make a bite attack as an unarmed strike. On a hit, it deals 1d6 piercing damage plus 3d6 necrotic damage. You regain a number of hit points equal to the necrotic damage
rage, you must use your action to make an unarmed strike against a creature that damaged you, or a random creature you can see if you weren’t damaged by a creature, moving as close as you can to
monsters
.
Red Ruin Stance. Murschen can deal Slashing damage with his Unarmed Strike attack.
Sucker Punch (1/Turn). Murschen deals an extra 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction
":"Sucker Punch"} damage when he hits a target with an Unarmed Strike attack and has Advantage on the attack roll, or when the target is within 5 feet of an ally of Murschen that doesn’t have the
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
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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
magic-items
Touch (Rare+). You can use your Strength, Dexterity, or Wisdom modifier for the attack and damage rolls of your Unarmed Strikes, and on a hit, your strike deals an extra 1d6 Necrotic damage (Rare
bleached bone and can’t be used for this property again. The next time you hit with an Unarmed Strike using the Rotting Touch property before the end of your next turn, it is a Critical Hit instead.
magic-items
Touch (Rare+). You can use your Strength, Dexterity, or Wisdom modifier for the attack and damage rolls of your Unarmed Strikes, and on a hit, your strike deals an extra 1d6 Necrotic damage (Rare
bleached bone and can’t be used for this property again. The next time you hit with an Unarmed Strike using the Rotting Touch property before the end of your next turn, it is a Critical Hit
magic-items
Touch (Rare+). You can use your Strength, Dexterity, or Wisdom modifier for the attack and damage rolls of your Unarmed Strikes, and on a hit, your strike deals an extra 1d6 Necrotic damage (Rare
bleached bone and can’t be used for this property again. The next time you hit with an Unarmed Strike using the Rotting Touch property before the end of your next turn, it is a Critical Hit
magic-items
Touch (Rare+). You can use your Strength, Dexterity, or Wisdom modifier for the attack and damage rolls of your Unarmed Strikes, and on a hit, your strike deals an extra 1d6 Necrotic damage (Rare
bleached bone and can’t be used for this property again. The next time you hit with an Unarmed Strike using the Rotting Touch property before the end of your next turn, it is a Critical Hit
magic-items
attack rolls and spell save DCs. The figure has the following properties.
Hypnovulfen Bite. Your teeth become viciously sharp. You can bite as an Unarmed Strike that deals (1d6) Piercing damage
it, the strike deals lightning damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. The damage from your tongue increases when
following benefits:
You have resistance to lightning damage.
You have an electrified tongue that you can use to make unarmed strikes. It has the finesse and reach properties, and when you hit with
magic-items
or Immunity to Bludgeoning, Piercing, or Slashing damage. In addition, the attack deals extra an extra 2d6 damage of the weapon's type, or an extra 2d8 damage if the attack was an Unarmed Strike
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Pugilism Potion, Uncommon 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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Pugilism Potion, Uncommon 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.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
known for a tactic they call “feasting”: they grapple their enemies and then make unarmed attacks to bite their faces. These attacks aren’t terribly dangerous (a hobgoblin’s unarmed strike deals only
2 damage, compared to the average of 5 it deals with a longsword), but the face-biting is much more shocking to the victim and onlookers. Monsters become more fearsome if they use tactics like
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
equal to your walking speed. Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the
bludgeoning damage normal for an unarmed strike. Hold Breath. You can hold your breath for up to 15 minutes at a time. Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Magic Resistance. You have
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
equal to your walking speed. Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the
bludgeoning damage normal for an unarmed strike. Hold Breath. You can hold your breath for up to 15 minutes at a time. Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
known for a tactic they call “feasting”: they grapple their enemies and then make unarmed attacks to bite their faces. These attacks aren’t terribly dangerous (a hobgoblin’s unarmed strike deals only
2 damage, compared to the average of 5 it deals with a longsword), but the face-biting is much more shocking to the victim and onlookers. Monsters become more fearsome if they use tactics like
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Magic Resistance. You have
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Goring Rush
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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.
take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Cat’s Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6
+ your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Cat’s Talent. You have proficiency in the Perception and Stealth skills.
Darkvision. You can
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Cat’s Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6
+ your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Cat’s Talent. You have proficiency in the Perception and Stealth skills.
Darkvision. You can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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.
take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
speed is 30 feet. Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning
damage normal for an unarmed strike. Hold Breath. You can hold your breath for up to 1 hour. Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Natural Affinity. Your fey connection
you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot. Hooves. You have hooves that you can use to make unarmed
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Wind Caller. Starting at 3rd level, you can cast the
wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor. Talons. You have talons that you can use to make unarmed strikes. When
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Natural Affinity. Your fey connection
you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot. Hooves. You have hooves that you can use to make unarmed
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Goring Rush
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Wind Caller. Starting at 3rd level, you can cast the
wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor. Talons. You have talons that you can use to make unarmed strikes. When
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
Creeping Hand Supernatural Gift (Charm) Once per turn, when you hit a creature with an attack roll using a weapon or an unarmed strike, you can infuse your strike with life-stealing energy. Your attack then
deals an extra 1d10 necrotic damage, and you gain 5 temporary hit points. Once used five times, the charm vanishes. Charm of the Eldritch Eye Supernatural Gift (Charm) You can cast Clairvoyance as an