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Returning 35 results for 'before bonus deciding completely repeats'.
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Spells
Player’s Handbook
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
For the duration, you can take a Bonus Action to
designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Monsters
Monster Manual
see within 30 feet. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
curses one creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this Bonus Action on a different creature.
Magic Items
Dungeon Master’s Guide
yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC
15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15
Spells
Player’s Handbook
target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both
’s gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Monsters
Monster Manual
Saving Throw: DC 16. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Bonus Action on its turn, not both. Success: Half damage only. 5: Enervation Ray. Constitution Saving Throw: DC 16. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction
Spells
Player’s Handbook
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll
behavior.
At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The Sphere’s radius increases by 5 feet for each spell slot level above 4.
Monsters
Monster Manual
. Constitution Saving Throw: DC 17. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
either an action or a Bonus Action on its turn, not both. Success: Half damage only.
Enervation Ray. Constitution Saving Throw: DC 17. Failure: 16 (3d10);{"diceNotation":"3d10", "rollType":"damage
Magic Items
Dungeon Master’s Guide
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
.
Moonblade Properties
1d100
Property
01-60
Increase the weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.
61
Magic Items
Dungeon Master’s Guide
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
Monsters
Forgotten Realms: Adventures in Faerûn
’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1
Monsters
Forgotten Realms: Adventures in Faerûn
by this breath in a 15-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the
Monsters
Forgotten Realms: Adventures in Faerûn
is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on
Monsters
Forgotten Realms: Adventures in Faerûn
take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Cadaver Collector
Legacy
This doesn't reflect the latest rules and lore.
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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
cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats
Monsters
Acquisitions Incorporated
. Splugoth can take the Disengage or Hide action as a bonus action on each of his turns.
Touch of Madness. Splugoth has advantage on saving throws against being charmed or frightened.Multiattack. Splugoth
":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"slashing"} slashing damage.
Word From Beyond (1/day). Splugoth remembers and repeats aloud a few words from a place he entered while
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moonblade an additional property. The DM chooses each property or
determines it randomly on the Moon Blade Properties table.
Moonblade Properties
d100
Property
01–40
Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined.
Nature can’t
, such as lore about demons. When you do so, double your proficiency bonus on that check.
Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wrathful Smite Level 1 Necromancy (Paladin) Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
Range: Self
Component: V
of its turns, the Frightened target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all
three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the +2 bonus for using a light or finesse weapon only once. In the case of spellcasting, apply only the modifier from the highest-level spell. Apply any modifiers for bonus actions to that creature’s
turn, remembering never to apply the same modifier twice. For instance, a paladin casts a 2nd-level spell as a bonus action and then attacks with a shortsword. The paladin takes a -2 penalty for the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each Charmed
target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success. RANDY VARGAS The icy Wizard Otiluke blasts monsters with Cone of Cold
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
several different abilities, but simply deciding that an item is always active or can be used a fixed number of times per day might be easier to manage. Power Level If you make an item that lets a
Rarity table as a guide to help you determine how powerful a magic item should be based on its rarity. Magic Item Power by Rarity Rarity Max. Spell Level Max. Bonus Common 1 — Uncommon 3 +1 Rare 5 +2
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Lordly Might Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod
Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
it has several different abilities, but simply deciding that an item is always active or can be used a fixed number of times per day is easier to manage. Power Level If you make an item that lets a
Max Bonus Common 1st — Uncommon 3rd +1 Rare 6th +2 Very rare 8th +3 Legendary 9th +4 Maximum Spell Level. This column of the table indicates the highest-level spell effect the item should confer, in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
bearer. A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each
weapon’s bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus. 61–75 When you hit with an attack roll using the Moonblade, you deal an extra
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
opens, revealing a nightmarish realm of torment and slaughter. 20 Typically, a Frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
each of its turns and uses its movement to get farther away from the source of its fear. Attack rolls against the Frightened creature have Advantage. The Frightened creature can do only one of the following on each of its turns: move, take an action, or take a Bonus Action.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
their foe with both hands and loudly repeats the word “bonk.”
Hoopak
Kender Skirmisher
Small Humanoid, Any Alignment
Armor Class 14 (leather armor)
Hit Points 14 (4d6)
Speed 30 ft
Immunities frightened
Senses passive Perception 13
Languages Common, Kenderspeak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Actions
Hoopak. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it
takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.






