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Returning 35 results for 'before bonus degrees contested reflections'.
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Magic Items
Dungeon Master’s Guide
action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be
yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of
Monsters
Tasha’s Cauldron of Everything
Amorphous. The reflections can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the reflections can take the Hide action as a bonus
action.
Sunlight Weakness. While in sunlight, the reflections has disadvantage on attack rolls, ability checks, and saving throws.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
Monsters
Tomb of Annihilation
ceases to age and is immune to cold damage and the effects of extreme cold.
Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the
temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and
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.
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
This doesn't reflect the latest rules and lore.
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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
This doesn't reflect the latest rules and lore.
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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
Storm King's Thunder
bonus to attack and damage rolls made with this magic weapon. It is sized for a frost giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the
target is human.
The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.
As an action, you can cast a
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.
Feather Token
Legacy
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Magic Items
Basic Rules (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the
willingly harm that creature for 1 minute or until that creature attacks or damages it.
5
Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving
Quaal's Feather Token
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge
takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage
Monsters
Icewind Dale: Rime of the Frostmaiden
bonus action to move up to half its speed and make a bite attack.
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or
gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to.
Unlike
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cover Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity
saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can’t be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degree. See also “Playing the Game” (“Combat”).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cover Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity
saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can’t be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degree. See also chapter 1 (“Combat”).
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
Magic Items
Tasha’s Cauldron of Everything
required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cover Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a
the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cover Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a
the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it. Shadar-kai Traits
resistance to necrotic damage. Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again
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->Storm King's Thunder
giant that wields it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a frost giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an
extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions. As an
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mountain pass are reflections of Auril’s self-imposed isolation. A blizzard in Icewind Dale typically lasts 2d4 hours, and whenever the characters are caught in one, the following rules apply until it
adapted to cold climates, such as reindeer and snowy owlbears. Temperatures. During Auril’s everlasting winter, the average temperature in Icewind Dale is −49 degrees Fahrenheit (−45 degrees Celsius
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Snicker-Snack Weapon (Greatsword), Legendary (Requires Attunement by a Non-evil Creature) Snicker-snack You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition
if you miss on attack rolls with the weapon three times in a row. Each time you finish a long rest after that happens, you can attempt to regain the sword’s trust by making a contested Charisma check
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your
ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of 7 or lower on the d20 as an 8. Eye for Detail Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence
(Investigation) check to uncover or decipher clues. Insightful Fighting At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
indifferent toward you and will not attack you 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
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your
ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
indifferent toward you and will not attack you 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
contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Perception 10
Languages understands Abyssal, Infernal, and any languages it knew before becoming a vargouille, but it can’t speak
Challenge 1 (200 XP) Proficiency Bonus +2
Magic Resistance. The
until the vargouille loses concentration (as if concentrating on a spell). If the target’s saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.
Adrián Ibarra Lugo
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magical properties. As a bonus action, Artus can activate any one of the following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel
him. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. Tree (Uncommon) You must be outdoors to use
disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature
out in a 20-foot radius. Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to






