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Returning 35 results for 'been bonus diffusing continuously real'.
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Feats
Player’s Handbook
;re disguised as a real or fictional person, you have Advantage on Charisma (Deception or Performance) checks to convince others that you are that person.
Mimicry. You can mimic the sounds of other
creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).
Monsters
Acquisitions Incorporated
Special Equipment. Jim carries a wand of wonder.
Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, Jim teleports up to 30 feet to a
follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well
Monsters
Acquisitions Incorporated
Divine Eminence. As a bonus action, Prophetess can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
strange creature that had seized his sister, then created a false Auspicia in her stead. Having long attempted to simply make her peace with the loss, she was overwhelmed by the real Auspicia's dramatic
Yuan-ti Nightmare Speaker
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
following warlock spells:
Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation
1st–3rd level (2 3rd
":"psychic"} psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1
Magic Items
Planescape: Adventures in the Multiverse
designated creature. The illusory experience is fleeting and harmless, however real it might feel in the moment.
Record Sensation. You can use your reaction to record a short sensation lasting no
stone.
Siphon Sensation. As a bonus action, you can draw on the stone’s magic to end the charmed or frightened condition on yourself, destroying the stone in the process.
Magic Items
The Book of Many Things
This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The
. The projection disappears at the end of your turn. Once you use this bonus action, it can’t be used again until the next dawn.
Curse. This armor is cursed, and attuning to it extends the
Monsters
Acquisitions Incorporated
bonus action.
Sunlight Sensitivity. While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The deep crow makes three
powers. But one thing all agree on is that ending up a meal for one of these monstrosities is a too-real threat for those who stumble into their deadly lairs.
Though the deep crow most immediately
Adult Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at
valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real
Ancient Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw
seekers and distract them from where the real treasure is hidden.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects
Monsters
Eberron: Rising from the Last War
bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see.Multiattack. Belashyrra makes two attacks with its claws and uses its Eye Ray once.
Claw. Melee Weapon Attack: +14
close my eyes, I see my past misdeeds.”
5
“I don’t trust my sight. I have no idea what’s real and what’s a hallucination.”
6
“Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered.”
Poison, Psychic
Monsters
Fizban's Treasury of Dragons
tactics do. (Lawful)
6
Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire
bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
disguised as a real or fictional person, you have Advantage on Charisma (Deception or Performance) checks to convince others that you are that person. Mimicry. You can mimic the sounds of other
creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
disguised as a real or fictional person, you have Advantage on Charisma (Deception or Performance) checks to convince others that you are that person. Mimicry. You can mimic the sounds of other
creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
disguised as a real or fictional person, you have Advantage on Charisma (Deception or Performance) checks to convince others that you are that person. Mimicry. You can mimic the sounds of other
creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.
the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.
the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.
the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout’s leaves even provide a nourishing syrup that its wearer can
), passive Perception 8
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
Air Envelope. If it has at least 1 hit point, the gadabout can generate an air envelope around itself when in a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout’s leaves even provide a nourishing syrup that its wearer can
), passive Perception 8
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
Air Envelope. If it has at least 1 hit point, the gadabout can generate an air envelope around itself when in a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout’s leaves even provide a nourishing syrup that its wearer can
), passive Perception 8
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
Air Envelope. If it has at least 1 hit point, the gadabout can generate an air envelope around itself when in a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Illusionist Illusionists are specialist wizards who twist light, sound, shadow, and even minds to create false and quasi-real effects. They can be flamboyant and use their powers in spectacular and
of 1st level or higher
Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the illusionist projects an illusion that makes the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Abyssal but can’t speak
Challenge 11 (7,200 XP) Proficiency Bonus +4
Abyssal Rift. If the alkilith surrounds a door, window, or similar opening continuously for 6d6 days, the opening becomes a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Abyssal but can’t speak
Challenge 11 (7,200 XP) Proficiency Bonus +4
Abyssal Rift. If the alkilith surrounds a door, window, or similar opening continuously for 6d6 days, the opening becomes a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Abyssal but can’t speak
Challenge 11 (7,200 XP) Proficiency Bonus +4
Abyssal Rift. If the alkilith surrounds a door, window, or similar opening continuously for 6d6 days, the opening becomes a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Illusionist Illusionists are specialist wizards who twist light, sound, shadow, and even minds to create false and quasi-real effects. They can be flamboyant and use their powers in spectacular and
of 1st level or higher
Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the illusionist projects an illusion that makes the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Illusionist Illusionists are specialist wizards who twist light, sound, shadow, and even minds to create false and quasi-real effects. They can be flamboyant and use their powers in spectacular and
of 1st level or higher
Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the illusionist projects an illusion that makes the
Monsters
Fizban's Treasury of Dragons
, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for
retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well-earned retirement, at which point he hopes to
become a “real wizard” — by which he means a fake wizard — full time. Jim Darkmagic
Medium humanoid (human), chaotic neutral
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well-earned retirement, at which point he hopes to
become a “real wizard” — by which he means a fake wizard — full time. Jim Darkmagic
Medium humanoid (human), chaotic neutral
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art
have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant to them. Over time
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well-earned retirement, at which point he hopes to
become a “real wizard” — by which he means a fake wizard — full time. Jim Darkmagic
Medium humanoid (human), chaotic neutral
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art
have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant to them. Over time
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art
have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant to them. Over time
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dripping water echoes continuously. The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a stout
!). It can reach anywhere in area 10 with its tentacles, and it can also move at speed 10. It is currently full and curious about strangers, however, so it’s not averse to talking. Its only real
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dripping water echoes continuously. The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a stout
!). It can reach anywhere in area 10 with its tentacles, and it can also move at speed 10. It is currently full and curious about strangers, however, so it’s not averse to talking. Its only real






