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Returning 35 results for 'before bonus draw carried replicate'.
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Feats
Player’s Handbook
.
Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a
different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.
Quick Draw
Magic Items
Dungeon Master’s Guide
that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
you can see within 60 feet of yourself. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force
Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of
Spells
Player’s Handbook
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum
Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing
Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Magic Items
Dungeon Master’s Guide
in the area that aren’t being worn or carried are also pushed clear of the tower.
The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its
a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.
Magic prevents the
Classes
Player’s Handbook
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their
Feats
Forgotten Realms: Heroes of Faerûn
the ability increased by this feat and your Proficiency Bonus.
You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest
failed save, the creature has the Stunned condition until the end of its next turn.
14-17
You gain a +2 bonus to Armor Class;AC for 1 minute, potentially turning the triggering spell into a miss
Rust Monster
Legacy
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Monsters
Basic Rules (2014)
of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to
avoid the rust monster's touch.
If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor
Monsters
Fizban's Treasury of Dragons
Aura","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack
manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on magic from the Elemental Planes to shape their breath weapons into bipedal form, creating
Dual Wielder
Legacy
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Feats
Player’s Handbook (2014)
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even
when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
Magmin
Legacy
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Monsters
Basic Rules (2014)
","rollType":"damage","rollAction":"Death Burst","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that
area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for
Monsters
Infernal Machine Rebuild
touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative 1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus
carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 12 Dexterity saving throw to avoid Barbatos's touch.
If the object
Magic Items
The Book of Many Things
Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
Magic Items
The Wild Beyond the Witchlight
You have a +1 bonus to attack and damage rolls made with this magic weapon.
When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit.
Monsters
Tomb of Annihilation
magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target’s choice) magically deteriorates, taking
a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.
Spells
Tasha’s Cauldron of Everything
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
You are immune to fire
appear on your back, giving you a flying speed of 40 feet.
You have a +2 bonus to AC.
All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability
Monsters
Fizban's Treasury of Dragons
","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack takes 3
"}.A chromatic dragon’s breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on magic from the Elemental Planes to shape
Ring of the Ram
Legacy
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Magic Items
Basic Rules (2014)
is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and
Spells
Fizban's Treasury of Dragons
With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
Blindsight. You have blindsight with a range
creature successfully hides from you.
Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each
Gazer
Legacy
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Monsters
Volo's Guide to Monsters
Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A
feet directly away from the gazer.
If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
Magic Items
Lost Laboratory of Kwalish
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
Magic Items
The Book of Many Things
focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is determined by the deck’s rarity.
In addition, while you’re holding the deck, you can draw a card
as an action to expend and roll one of your Hit Dice and add the deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.
Decanter of Endless Water
Legacy
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Magic Items
Basic Rules (2014)
water.
"Fountain" produces 5 gallons of water.
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim
target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Gazer Familiar
Legacy
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Monsters
Volo's Guide to Monsters
Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A
up to 30 feet directly away from the gazer.
If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and
transformation ends if the high fae is reduced to 0 hit points, uses this bonus action again, or uses a bonus action to revert to its true form.
Magic Items
Lost Laboratory of Kwalish
bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able
to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The
Instant Fortress
Legacy
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Magic Items
Basic Rules (2014)
. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the
unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic
Flaming Sphere
Legacy
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Spells
Basic Rules (2014)
Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into
and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At
Daern's Instant Fortress
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the
unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic
Magic Items
Waterdeep: Dragon Heist
Waterdeep and is meant to be worn or carried.
While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield.
If the badge is more than 5 feet away from you for more than 1
Magic Items
The Book of Many Things
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
Magic Items
Planescape: Adventures in the Multiverse
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.






