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Returning 35 results for 'before bonus draw come reflections'.
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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
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
Spells
Player’s Handbook
turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them
.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
Classes
Player’s Handbook
used across the multiverse.
The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or
Features table. See the multiclassing rules to determine your available spell slots.
Wizard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
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
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
The Tortle Package
legs come out of a small opening in the bottom of its shell. A geonid can draw its limbs into its shell and close the opening. When it does so, the creature looks like a small boulder. In this state, the
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
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
Monsters
Guildmasters’ Guide to Ravnica
Aggressive. As a bonus action, the anarch can move up to its speed toward a hostile creature it can see.
Siege Monster. The anarch deals double damage to objects and structures.Spiked Club. Melee
, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures.
The Great Old One
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Classes
Player’s Handbook (2014)
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known
might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
Entities of this type include Ghaunadar, called That Which
Magic Items
Wayfinder's Guide to Eberron
These rings come in linked pairs. If you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature
suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn’t limited by range. A creature cannot be attuned to more than one ring of shared suffering.
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
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
Monsters
Waterdeep: Dragon Heist
Indomitable (2/Day). Tashlyn can reroll a saving throw that she fails. She must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Tashlyn can regain 20 hit
City Guard. In that position, she watches over traffic that passes through the gate — and ensures that her associates in the Black Network can come and go freely.
Born to a well-off family in Calimshan
Monsters
Acquisitions Incorporated
Champion Challenge (Recharges after a Short or Long Rest). As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a
carries an actual toothbrush (named Percival) and actual floss at all times.
Those who know Donaar quickly come to recognize that the braggadocio that defines him involves a certain amount of artifice
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
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
Celestial. If it hears words of Celestial spoken, the vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections
death.
Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin’s spines, a whale’s fin, octopus eyes, seaweed hair, or
Species
Eberron: Rising from the Last War
cure. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.
House Jorasco
Leader: Ulara d’Jorasco
Headquarters: Vedkyar Enclave (Vedykar
will come with a cost. If you have the gold, Jorasco healers can remove a disease instantly with lesser restoration. If you can’t afford such a service, they will treat you with mundane techniques
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.
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
Animate Dead
Legacy
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Spells
Basic Rules (2014)
creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally
using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Monsters
Mythic Odysseys of Theros
components:
1/day each: fog cloud, gust of wind
Nimble Escape. The triton can take the Disengage or Hide actions as a bonus action on each of its turns.Multiattack. The triton makes two urchin-spine
to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come into conflict. In such cases, tritons prove
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don’t know. You subsequently know
doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can
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.
Barbarian
Legacy
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Classes
Basic Rules (2014)
fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes
by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a
Monsters
Waterdeep: Dragon Heist
Cunning Action. On each of her turns, the Black Viper can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the Black Viper is subjected to an effect that allows her to make
. When she throws back her cloak to reveal the costume she has put together, most folk toss their purses and flee. If that doesn't work, she usually needs only to draw her dagger. Of course, some of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there.
Any creatures meazels draw through the shadows are cursed by the meazels&rsquo
; baleful magic. The curse acts as a beacon; sorrowsworn, Undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart.Shadow Stealth. While in dim light or darkness, the meazel can take the Hide action as a bonus action.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reclaim its prey by shooting a filament out to capture it again.
Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal
stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher. The filament crumbles away if the cave fisher takes this bonus action again.
Magic Items
Eberron: Rising from the Last War
a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.
Symbiotic Nature. The whip can’t be removed from you while you’re
time the whip painfully embeds its tendrils into your arm.
You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have
Magic Items
The Book of Many Things
to use the following properties:
Marked Card. As a bonus action, you can expend 1 charge to draw a card from the deck and place it in an unoccupied space within 5 feet of you. The card then becomes
your possession.
Shuffling Stride. As a bonus action, you can expend 1 charge to throw a card from the deck to an unoccupied space within 60 feet of yourself and teleport, along with any equipment
Magic Items
Acquisitions Incorporated
you really don’t want to know about, there is no chance for the spell to end.
That Thing You Need
At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15
Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player’s Handbook. The item must be of a size that can fit






