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  1. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack you make with this weapon (you need a free hand to load a one-handed weapon).

  2. These weapons provide the perfect hybrid of martial and ranged combat. These two weapons count as the same and you can freely alternate between ranged and melee attacks without having to draw or stow your weapons. You can only combine one melee weapon with one ranged weapon.

  3. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

  4. simple ranged weapon, 1d6 bludgeoning damage. There isn't anything special about this rock, aside from how it's a bit heavier than you'd expect. Thrown (range 10/30) Unlike most ranged weapons, you add your Strength modifier to a rock's attack and damage rolls.

  5. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

  6. 20 Νοε 2023 · With the largest damage die on any ranged weapon, the Heavy Crossbow is martial characters’ go-to ranged weapon before level 5 when most of those characters get Extra Attack, at which point you should switch to a longbow. For Rogues who can get proficiency, this is your best ranged weapon option.

  7. The document provides expanded weapon options for D&D 5e characters beyond those in the core rulebooks. It lists additional simple and martial melee weapons, ranged weapons, and shields with their damage types, properties and costs.

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