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Returning 4 results for 'bonus banjo'.
Other Suggestions:
bonus bands
magic-items
Lure (Rare+). As a Magic action, choose one Fiend or Humanoid that you can see within 60 feet. The target must succeed on a Wisdom saving throw (DC = 16 + the banjo’s bonus) or have the Charmed
in this way, this property can’t be used again until the next dusk.
Scarecrow’s Dance (Rare+). You can take a Bonus Action to strum the banjo and dance wildly to take the Disengage action
magic-items
Lure. As a Magic action, choose one Fiend or Humanoid that you can see within 60 feet. The target must succeed on a Wisdom saving throw (DC = 16 + the banjo’s bonus) or have the Charmed
way, this property can’t be used again until the next dusk.
Scarecrow’s Dance. You can take a Bonus Action to strum the banjo and dance wildly to take the Disengage action. The music is audible within 120 feet.
magic-items
Lure. As a Magic action, choose one Fiend or Humanoid that you can see within 60 feet. The target must succeed on a Wisdom saving throw (DC = 16 + the banjo’s bonus) or have the Charmed
way, this property can’t be used again until the next dusk.
Scarecrow’s Dance. You can take a Bonus Action to strum the banjo and dance wildly to take the Disengage action. The music is
magic-items
Lure. As a Magic action, choose one Fiend or Humanoid that you can see within 60 feet. The target must succeed on a Wisdom saving throw (DC = 16 + the banjo’s bonus) or have the Charmed
way, this property can’t be used again until the next dusk.
Scarecrow’s Dance. You can take a Bonus Action to strum the banjo and dance wildly to take the Disengage action. The music is