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Returning 35 results for 'before bonus diffusing combine revelation'.
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Spells
Player’s Handbook
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing
Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A
Sea Hag
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes
carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
The changes
Monsters
The Book of Many Things
veiled presence fails a saving throw, it can choose to succeed instead.Multiattack. The veiled presence makes two Blade of Judgment attacks and can use Revelation.
Blade of Judgment. Melee or Ranged
":"radiant"} radiant damage. If the target is a creature, it must succeed on a DC 22 Charisma saving throw, or on its next turn, it can either move or take an action, but not both.
Revelation. The veiled
Dancing Lights
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one
glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new
Sea Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes
is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 13, and the spell attack bonus is +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Monsters
Guildmasters’ Guide to Ravnica
). When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a +10 bonus to that roll.Boros firefists combine potent magic with peerless fighting ability
Monsters
Strixhaven: A Curriculum of Chaos
ability (spell save DC 15):
At will: minor illusion
2/day each: control water, create or destroy water, mage armor, stone shape
1/day: wall of iceProfessors of perfection combine elemental magic
feet of any other creature during this bonus action, that creature must succeed on a DC 15 Strength saving throw, or the creature is knocked prone and it can’t take reactions until the start of its next turn. A creature can suffer this effect only once during a turn.
Monsters
Guildmasters’ Guide to Ravnica
":"Claws","rollDamageType":"slashing"} slashing damage.In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific
method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique
Monsters
Guildmasters’ Guide to Ravnica
"} slashing damage.
In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life
forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can’t
Monsters
Guildmasters’ Guide to Ravnica
succeed on a DC 19 Strength saving throw or be knocked prone.In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific
method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique
Monsters
Fizban's Treasury of Dragons
in platinum scales, his physical features combine various elements of the five kinds of metallic dragons—according to some scholars, combining them in different ways with each manifestation of
Beast, while retaining his game statistics (other than his size). This transformation ends if the aspect is reduced to 0 hit points or if he uses a bonus action to end it.
Cleric
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
spells relies on devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can
Level
Proficiency
Bonus
Features
CantripsKnown
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
is your spellcasting ability for it. Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy
within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely
humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Simic Hybrid
BRAM SELS
The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically
Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy. Simic Hybrid Names A
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form
that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical
at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical
at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier. For attacks with melee weapons, use your Strength modifier for attack and
folk hero background. His starting equipment includes chain mail and a shield, which combine to give Bruenor an Armor Class of 18.
For Bruenor’s weapons, Bob chooses a battleaxe and two handaxes. His
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely
humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a range of 60 feet. Healing Hands. As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total
rolled. Once you use this trait, you can’t use it again until you finish a Long Rest. Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it. Celestial Revelation. When you
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
combine a cultist’s fanatical devotion with a giant’s sheer power, the result can be horrifying.
—Bigby
Though primordials of frost and ice do exist (most notably Cryonax, who is sometimes considered
Damage Immunities cold
Senses passive Perception 16
Languages Aquan, Common, Giant
Challenge 11 (7,200 XP) Proficiency Bonus +4
Amphibious. The giant can breathe air and water.
Actions
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with the weapon and the damage you deal when you hit.
When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the
combine to give Bruenor an Armor Class of 18.
For Bruenor’s weapons, Bob chooses a battleaxe and two handaxes. His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth. Pech Small Elemental, Typically Neutral Good
Armor Class 17
(1,100 XP) Proficiency Bonus +2
Magic Resistance. The pech has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the pech has disadvantage
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Memories d4 Memory
1 The location of a powerful magic item
2 A secret betrayal by a beloved public figure
3 The details of an unfinished quest
4 A revelation about an impending
Perception 12
Languages —
Challenge 4 (1,100 XP) Proficiency Bonus +2
Damage Transfer. While it is grappling a creature, the memory web takes only half the damage dealt to it, and the creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Drider Spiderlike Underdark Hunter Habitat: Forest, Underdark; Treasure: Armaments Driders combine the features of drow and giant spiders. The wicked god Lolth is fond of transforming her drow
damage.
Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage.
Bonus Actions
Magic of the Spider Queen (Recharge 5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14).
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Nalfeshnee Demon of Intimidation and Hopelessness Habitat: Planar (Abyss); Treasure: Relics Nalfeshnees seek to dominate all they encounter. Hulking and grotesque, these demons combine misshapen
unoccupied space it can see.
Bonus Actions
Horror Nimbus (Recharge 5–6). Wisdom Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the nalfeshnee. Failure: 28 (8d6) Psychic damage
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth. Pech Small Elemental, Typically Neutral Good
Armor Class 17 (natural
) Proficiency Bonus +2
Magic Resistance. The pech has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the pech has disadvantage on attack rolls
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Gallows Speaker Gallows speakers arise from places of mass death or sites where creatures regularly meet their doom. Over time, pain-wracked phantoms and lingering souls combine into an entity that
Senses truesight 60 ft., passive Perception 17
Languages any languages its component spirits knew in life
Challenge 6 (2,300 XP) Proficiency Bonus +3
Divination Senses. The gallows speaker can
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Challenge 5 (1,800 XP) Proficiency Bonus +3
Legendary Resistance (2/Day). If the assassin fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The assassin makes two
Perception 17
Languages Common, thieves’ cant, plus any one language
Challenge 11 (7,200 XP) Proficiency Bonus +4
Legendary Resistance (3/Day). If the infiltrator fails a saving throw, it can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a
ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Minotaur
WISNU TAN
The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning
make one melee attack with your horns as a bonus action. Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
mouth. Inside that mouth is a large eye that emits a breath-like wave of antimagic energy. The creature’s wings are formed from multiple eyestalks, each of which can fire magical rays that combine
Deep Speech, Draconic
Challenge 8 (3,900 XP) Proficiency Bonus +3
Unusual Nature. The eyedrake doesn’t require food or drink.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one






