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  1. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2.

  2. 29 kwi 2021 · One hundred different magical properties to give to a magic weapon. Absorbing: The weapon has 4 charges. When you are hit by an attack while wielding this weapon, you may expend 1 charge and use your reaction to reduce the incoming damage by 1d12. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

  3. You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns. Proficiency with a Scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.

  4. Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

  5. Melee weapon (martial, scimitar), very rare (r equires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

  6. A comprehensive guide to magical weapons in DND 5th Edition, detailing their properties and uses.

  7. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2.

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