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Returning 35 results for 'bonus back diffusing cloak reverts'.
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings last for 1 hour or until you end the effect early as a Magic action. The wings
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the
cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.
Magic Items
Dungeon Master’s Guide
As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.
Magic Items
Dungeon Master’s Guide
As a Bonus Action, you can turn the head of this staff into that of an animate, venomous snake for 1 minute or revert the staff to its inanimate form.
When you take the Attack action, you can make
one of the attack rolls using the animated snake head, which has a reach of 5 feet. Apply your Proficiency Bonus and Wisdom modifier to the attack roll. On a hit, the target takes 1d6 Piercing damage
Magic Items
Dungeon Master’s Guide
location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff's property again
for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Spells
Player’s Handbook
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
the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and
Magic Items
Dungeon Master’s Guide
This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls
discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
Magic Items
Dungeon Master’s Guide
. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a
Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them.
Magic Items
Dungeon Master’s Guide
you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.
After the hovering weapon attacks for the fourth time, it flies back to you and
You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
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
Magic Items
Dungeon Master’s Guide
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
Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Magic Items
Dungeon Master’s Guide
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Magic Items
Dungeon Master’s Guide
time you throw the weapon, it flies back to your hand after the attack.
81-85
The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95
You can take a Bonus Action to
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
Equipment
Never spelunk in the dark again! This cloak of bioluminescent fungus fibers is sure to brighten your day.
While wearing a Bright Fungal Cloak, you can take a Bonus Action to furl or unfurl it. When
the cloak is unfurled, it sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
One pound of fungus is sewn into a Bright Fungal Cloak. This fungus can be eaten as food. Once all the fungus is consumed, the cloak becomes a mundane set of Traveler's Clothes.
Monsters
Heroes of the Borderlands
damage.Jacko advertises his cloak-and-dagger services in seedy places throughout the Borderlands. For the right price, Jacko will trail, rob, rough up, or take out any mark—no questions asked.
Satisfied
customers parrot his cheesy slogan: “Jacko always has your back-o.”Cunning Action. Jacko takes the Dash, Disengage, or Hide action.
Magic Items
Netheril’s Fall
cloak, you can take a Bonus Action and expend 1 charge to activate the cloak’s magic. The magic lasts for 1 minute or until you end it early (no action required).
While the cloak’s magic
This electric-blue cloak is studded with sewn-in crystals that are shards of a decommissioned mythallar. The cloak has 10 charges and regains 1d10 expended charges daily at dawn.
While wearing the
Magic Items
Stranger Things: Welcome to the Hellfire Club
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.
Special Use: You have advantage on Charisma (Performance) checks you make to amuse Humanoid onlookers while the cloak is billowing.
Spells
Forgotten Realms: Heroes of Faerûn
Bonus Action on later turns, you can unleash a shining bolt from the mote, targeting one creature within 120 feet of yourself. Make a ranged spell attack. On a hit, the target takes Force or Radiant
of level 7 or lower that targeted only you and didn't create an area of effect, you can take a Reaction to deflect that spell back at the spell's caster; the caster makes a saving throw against that spell using that caster's own spell save DC.
Magic Items
Forgotten Realms: Heroes of Faerûn
rings, you’ll never go back to cumbersome flint and fire.
While the cover on this ring is open, the ring produces a flame that creates no heat and consumes no fuel. It sheds Bright Light in a
20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, you can close the cover, smothering the flame, or open it again.
Wings of Flying
Legacy
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Magic Items
Basic Rules (2014)
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as
Magic Items
Forgotten Realms: Heroes of Faerûn
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
resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms into a personal transport device and
Monsters
Infernal Machine Rebuild
Rust Monster Cloak. Any nonmagical weapon made of metal that hits Barbatos corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops
takes damage or if another creature takes an action to shake it.
Cloak Sweep. Barbatos corrodes a nonmagical ferrous metal object he can see within 5 feet of himself. If the object isn't being worn or
Oni
Legacy
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Monsters
Basic Rules (2014)
Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment
that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.
Staff of the Python
Legacy
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Magic Items
Basic Rules (2014)
initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the
attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Yochlol (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment
it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Magic Resistance. The yochlol has advantage on saving throws against spells and other magical effects
Yochlol
Legacy
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Monsters
Monster Manual (2014)
Shapechanger. The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment
it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Magic Resistance. The yochlol has advantage on saving throws against spells and other magical effects
Weretiger
Legacy
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Monsters
Basic Rules (2014)
Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the
same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks
Night Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Etherealness. The hag
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 15, and the spell attack bonus is +7;{"diceNotation":"1d20+7
Magic Items
Tasha’s Cauldron of Everything
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.
While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Wererat
Legacy
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Monsters
Basic Rules (2014)
Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the
same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Keen Smell. The wererat has advantage on Wisdom (Perception) checks that






