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Returning 35 results for 'bond book diffusing check repeat'.
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Magic Items
Dungeon Master’s Guide
cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
lore about demons. When you do so, you have Advantage on that check.
At the DM’s discretion, the book might reveal secrets no mortal should know, such as the true names of powerful Fiends
Magic Items
Dungeon Master’s Guide
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the
Magic Items
Dungeon Master’s Guide
’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength
(Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
Spells
Player’s Handbook
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.
Monsters
Candlekeep Mysteries
succeed on a DC 15 Wisdom (Perception) check to discern that the library is animate.Multiattack. The library makes two attacks.
Chained Book. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
":"to hit","rollAction":"Chained Book"} to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Chained Book","rollDamageType":"bludgeoning
Monsters
Candlekeep Mysteries
succeed on a DC 15 Wisdom (Perception) check to discern that the swarm is animate.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening
","rollType":"to hit","rollAction":"Book Club"} to hit, reach 0 ft., one target in the swarm’s space. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1","rollType":"damage","rollAction":"Book Club","rollDamageType
Equipment
This book describes various mundane techniques and theories related to foiling magic traps. If you spend 48 hours studying this book, you learn how to overcome certain types of magic traps with your
thieves’ tools.
If a trap’s magic can be dispelled or suppressed by a dispel magic spell, you can make a Dexterity check using thieves’ tools to achieve the same result. The DC of
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
can’t use this property again until the next dawn.
Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil
, such as lore about demons. When you do so, double your proficiency bonus on that check.
Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite
Magic Items
Tasha’s Cauldron of Everything
book. The new spell must be of the illusion school.
When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving
To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book’s appearance and alter the plot of
Magic Items
Keys from the Golden Vault
property again until the next dawn.
Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about
demons. When you do so, double your proficiency bonus on that check.
Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite words from its pages in a
Equipment
reviewing the notes and repeat the check. If the check is related to necromancy magic, you have advantage when you reroll it.
Ashyra;Ashyra's research notes about magic and necromancy are organized and indexed. When you fail an Intelligence (Arcana) check to recall lore, you can spend 1 hour during a short or long rest
Monsters
The Wild Beyond the Witchlight
damage and be frightened of Iggwilv for 1 minute. A target can repeat the save at the end of each of its turns, ending the effect on itself on a success and thereby becoming immune to Iggwilv’s Dark
fey spirit. While possessed, the target must obey Iggwilv’s commands. The target can repeat the saving throw at the end of each of its turns, banishing the fey spirit and ending the effect on
Equipment
Written by Bloodlord Varrox, Battle Master’s Compendium is a military treatise. Each of its thirteen chapters covers a different skill related to military strategy and tactics. The book’s
detailed analysis covers military units, weapons, strategy, rank, discipline, and much more.
When you study a chapter in the book for 1 hour during a short or long rest, you learn interesting
Monsters
Icewind Dale: Rime of the Frostmaiden
; 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or
and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that
Magic Items
Eberron: Rising from the Last War
bond with your skin.
While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves):
Sleight of Hand
Thieves' Tools;Thieves' tools
One kind
of artisan’s tools of your choice
One kind of musical instrument of your choice
When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the
Monsters
Storm King's Thunder
Halfling Nimbleness. Oren can move through the space of any creature that is of a size larger than his.
Lucky. When Oren rolls a 1 on an attack roll, ability check, or saving throw, he can reroll
soul.”
Bond: “You had me at ‘Can I buy you a drink?’”
Flaw: “I have a knack for putting myself in harm’s way. Good thing I’m lucky!”Poison
Diviner
Legacy
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Monsters
Volo's Guide to Monsters
slots): Rary's telepathic bond,* scrying*
6th level (1 slot): mass suggestion, true seeing*
7th level (1 slot): delayed blast fireball, teleport
8th level (1 slot): maze
*Divination spell of 1st
check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.Quarterstaff. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
do so, you can add double your proficiency bonus to the check.
Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against
recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book’s spine, the general
Monsters
Strixhaven: A Curriculum of Chaos
":"roll","rollAction":"Counsel of the Past"} and add the number rolled to one ability check of its choice, immediately after rolling the d20.To enhance their studies of the past, Lorehold students often
assist the living.
Some of these spirit statues bond with and mentor a specific mage, but most serve in a variety of roles for numerous individuals, ranging from research colleagues to martial
Ettercap
Legacy
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Monsters
Basic Rules (2014)
Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the ettercap knows the
. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Quasit (familiar variant)
Legacy
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Monsters
Monster Manual (2014)
.
Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.
Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its
"} poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scare (1/Day). One creature of the
Ettercap (variant)
Legacy
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Monsters
Monster Manual (2014)
Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the ettercap knows the
damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
Incubus
Legacy
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Monsters
Basic Rules (2014)
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the
Monsters
Vecna: Eve of Ruin
minute. On a successful save, the creature takes half as much damage only. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell
Monsters
The Wild Beyond the Witchlight
points at the start of her turn as long as both twins are alive and within 60 feet of each other. A twin dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Twin Bond
minute, as though affected by a polymorph spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sun Ray (Glister Only; 3/Day
Monsters
The Wild Beyond the Witchlight
on a DC 18 Intelligence (Investigation) check to discern that Squirt is animate.
Unusual Nature. Squirt doesn’t require air, food, drink, or sleep.Slam. Melee Weapon Attack: +4;{"diceNotation
;
Bond. “I’m running on fumes here. I need oil.”
Flaw. “I’m too tired to fly today. You carry me.”Poison
Monsters
Tales from the Yawning Portal
Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the ettercap knows the
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Claws"} to hit
Succubus
Legacy
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Monsters
Basic Rules (2014)
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence
commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
/day each: arcane eye, detect magic, detect thoughts, fly, lightning bolt, locate object, mage armor, Rary's telepathic bond
1/day: true seeingPortent (3/Day). When the diviner or a creature it can see
makes an attack roll, a saving throw, or an ability check, the diviner rolls a d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":"Portent"} and chooses whether to use that roll in place of
Bearded Devil
Legacy
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Monsters
Basic Rules (2014)
":"piercing"} piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat
":"Glaive"}. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Ancient Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail
Adult Blue Dragon
Legacy
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Monsters
Basic Rules (2014)
that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack
Monsters
Fizban's Treasury of Dragons
1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at end of each of its turns, ending the effect on
their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote






