Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before bonus depending continue revive'.
Other Suggestions:
before bonus depending continues receive
before bonus depending continue receive
before bonus depending continual remove
before bonus depending convince remove
before bonus depending continues remove
Magic Items
Dungeon Master’s Guide
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Magic Items
Forgotten Realms: Heroes of Faerûn
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
hours or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it is wound again.
Bonus Actions
Chime
Monsters
Mythic Odysseys of Theros
bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.
Grave Calling Song. Aphemia intones a low, growling
continue singing, and she can mentally command the undead under her control as part of the same bonus action. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.The
Harpy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a
Faerie Dragon (Younger)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible
determine its behavior during the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the
Monsters
Planescape: Adventures in the Multiverse
stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly’s toxin so that its effect is different depending on which Outer Plane the sunfly is on.
Many
sunfly sheds bright light in a 5-foot radius and dim light for an additional 5 feet, or it uses a bonus action to extinguish the light.
Equipment
This one-handed axe has a pick on the opposite end of the blade. You can choose to deal either slashing damage or piercing damage, depending on which end you use to attack. If you are proficient with
axes, you can add your proficiency bonus on any checks made to climb a vertical surface when wielding it.
Faerie Dragon (Older)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible
action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving
Monsters
Planescape: Adventures in the Multiverse
depending on which Outer Plane the sunfly is on.
Many inhabitants of the planes have strong feelings about sunflies, viewing them as loathsome pests or adorable pets. Sunflies in Sigil are often the
pets of doting, highly protective owners.Illumination. The swarm sheds bright light in a 15-foot radius and dim light for an additional 15 feet, or it uses a bonus action to extinguish the light.
Monsters
Dragonlance: Shadow of the Dragon Queen
illusion to look and feel like that creature while retaining the draconian’s game statistics (other than its size). This transformation lasts until the draconian dies or uses a bonus action to end
combination of warped alchemy and the Dragon Queen’s foul magic. The Dragon Armies closely guard the secret of the draconians’ creation, allowing Krynn’s metallic dragons to continue to think their eggs are being held hostage so they don’t oppose the Dragon Queen’s conquests.
Monsters
Ghosts of Saltmarsh
. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is incapacitated.
While charmed by the matriarch, a
disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.
Luring Song
Spells
Xanathar's Guide to Everything
zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
You can
use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide
Pipes of the Sewers
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If
Magic Items
Lost Laboratory of Kwalish
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells
object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is
Feats
Bigby Presents: Glory of the Giants
weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Cloud Strike. The target takes an extra 1d4 thunder
attack rolls until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Feats
Bigby Presents: Glory of the Giants
weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Cloud Strike. The target takes an extra 1d4 thunder
attack rolls until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Feats
Bigby Presents: Glory of the Giants
weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Cloud Strike. The target takes an extra 1d4 thunder
attack rolls until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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
hours.When a gnoll’s ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
A gnoll vampire is a savage predator
Feats
Bigby Presents: Glory of the Giants
weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Cloud Strike. The target takes an extra 1d4 thunder
attack rolls until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Feats
Bigby Presents: Glory of the Giants
weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Cloud Strike. The target takes an extra 1d4 thunder
attack rolls until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Feats
Bigby Presents: Glory of the Giants
weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Cloud Strike. The target takes an extra 1d4 thunder
attack rolls until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Feats
Bigby Presents: Glory of the Giants
weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Cloud Strike. The target takes an extra 1d4 thunder
attack rolls until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Conclusion The adventure ends when the characters escape the ziggurat, likely via the main entrance in area B57. Depending on what brought the party to the ruins, they might eventually rejoin their
desert caravan or return to their quest-giver to report their findings. If your players wish to continue exploring the ruins of Cynidicea or the underground city beneath the ziggurat, consult the following section.
Magic Items
Infernal Machine Rebuild
surroundings to appear reflected in the blade as if in a state of decay.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack
to it, Ruinblade also understands every language you know.
Personality. Ruinblade speaks either with a dolorous or frenetic tone, depending on its mood. That mood improves when the sword is actively
Magic Items
Lost Laboratory of Kwalish
crystal.
While wearing this armor, you gain the following benefits:
You have a +1 bonus to AC.
Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
You have
advantage on death saving throws.
The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
are ordered to follow a squad of duergar to Overlake Hold for further questioning. From this point, the adventure can take different paths depending on how you want to proceed. Talk to the players
Lair”). The characters can continue to Overlake Hold and meet with Captain Errde Blackskull (see “Overlake Hold”). The drow scout Xalith approaches the Stone Guards, claiming the characters as escaped
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
temperatures improve, flora and fauna begin to recover. Depending on how they fared against the chardalyn dragon in chapter 4, the people of Ten-Towns can look forward to warmer times once more
retreat from the world and not allow herself to be imperiled by mortals once more. The characters won’t have to deal with her again in their lifetimes unless they continue meddling in her followers
Monsters
Fizban's Treasury of Dragons
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
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->D&D Beyond Basic Rules
checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use. Ability Check Examples Ability Make
things in the environment or in creatures’ behavior Charisma Influence, entertain, or deceive Proficiency Bonus Add your Proficiency Bonus to an ability check when the DM determines that a skill or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use. Ability Check Examples Ability Make
things in the environment or in creatures’ behavior Charisma Influence, entertain, or deceive Proficiency Bonus Add your Proficiency Bonus to an ability check when the DM determines that a skill or
Monsters
Fizban's Treasury of Dragons
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell
creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more. At
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Quick Build You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on
Fighter Level
Proficiency
Bonus
Features
1st +2 Fighting Style, Second Wind 2nd +2 Action Surge (one use) 3rd +2 Martial Archetype 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
makes a saving throw against the character’s spell save DC, adding its Haunt Bonus to the save. On a failure, the trap is disarmed for 24 hours. If the trap fails the save by 10 or more, the trap is
disarmed permanently. Depending on the haunted trap’s origins, certain spells might also affect the trap. For example, a haunted trap with a fiendish origin might be permanently disarmed by the spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
), ignoring the class’s Hit Die progression. The monster’s proficiency bonus is based on its challenge rating, not its class levels. Once you finish adding class levels to a monster, feel free to tweak
recalculate its challenge rating as though you had designed the monster from scratch. Depending on the monster and the number of class levels you add to it, its challenge rating might change very






