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Returning 35 results for 'bad bonus diffusing contested repeating'.
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Magic Items
Dungeon Master’s Guide
As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes
a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.
Magic prevents the
Telekinesis
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the
grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object
Equipment
This leather bandolier holds up to three Repeating Crossbow Magazines in leather pockets that pop open with the quick flick of a thumb. You can reload a Repeating Hand Crossbow from the bandolier as a single Bonus Action. You can wear only one shootist bandolier effectively at a time.
Equipment
As a bonus action, you can make a contested Strength check against a creature within range, moving the target to another unoccupied space within 5 feet of you on a success.
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Magic Resistance. The cadaver collector has advantage on saving throws against spells and other magical effects.
Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
Equipment
hooked creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
As part of the bonus
.
Special: Hookpull. As a bonus action immediately after you hit a target no more than one size larger than you with an attack using the tetherhook, you can attempt to hook the target using the tetherhook
Arcane Hand
Legacy
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Spells
Basic Rules (2014)
of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects
.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the
Pipes of the Sewers
Legacy
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Magic Items
Basic Rules (2014)
unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended
another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as
Bigby's Hand
Legacy
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Spells
Player’s Handbook (2014)
of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects
.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the
Magic Items
Wayfinder's Guide to Eberron
(Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you.
Random Properties. A docent has the following properties:
Languages. The docent knows Common, Giant, and 1d4
additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.
Skills. The docent has a +7 bonus to
Magic Items
The Wild Beyond the Witchlight
You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition, the weapon ignores resistance to slashing damage. When you use this weapon to attack a creature that has
finish a long rest after that happens, you can attempt to regain the sword’s trust by making a contested Charisma check against Snicker-Snack. If you win the contest, your attunement to the weapon is instantly restored. Your attunement to the weapon can’t be restored in any other way.
Sword of Kas
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.
If the sword isn’t bathed in blood
your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction
rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction
rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction
rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction
rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction
rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction
rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Repeating Shot Weapon (Any Simple or Martial with the Ammunition Property), Uncommon (Requires Attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Repeating Shot Weapon (Any Simple or Martial with the Ammunition Property), Uncommon (Requires Attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Repeating Shot Weapon (Any Simple or Martial with the Ammunition Property), Uncommon (Requires Attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile
get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile
get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile
get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
after a Short or Long Rest). As a bonus action, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this
pounds. Promise of Wealth (Recharges after a Short or Long Rest). As a bonus action, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
after a Short or Long Rest). As a bonus action, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this
pounds. Promise of Wealth (Recharges after a Short or Long Rest). As a bonus action, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target






