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Returning 35 results for 'bonus beam devoured continue removed'.
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Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
Magic Items
Dungeon Master’s Guide
While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
Magic Items
Dungeon Master’s Guide
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The fl ames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon
Magic Items
Dungeon Master’s Guide
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Magic Items
Dungeon Master’s Guide
This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe’s upper-front portion, are
particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars
Magic Items
Dungeon Master’s Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using
Magic Items
Dungeon Master’s Guide
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When Blackrazor devours a soul that isn’t yours, you gain Temporary Hit Points equal to the slain
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
Monsters
Quests from the Infinite Staircase
heart.Multiattack. Nafik can use his Dreadful Glare and makes one Rotting Fist or Unholy Beam attack.
Rotting Fist. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction
"} for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the Remove Curse spell or
magic-items
damage.
If you use your bonus action to inhale more spores at the beginning of your next turn, the effects continue without interruption. You can prolong the effects in this manner for up to 1 minute
The wood and iron of this once-pristine axe have been utterly devoured and replaced by a variety of fruiting fungi. Gills funnel along the axe’s blade, holding millions of spores in biomantic
magic-items
The wood and iron of this once-pristine axe have been utterly devoured and replaced by a variety of fruiting fungi. Gills funnel along the axe’s blade, holding millions of spores in biomantic
suspension, ready to unleash their pain-inhibiting effects when inhaled.
Painblind Spores. As a bonus action while holding this axe, you can inhale its spores, numbing your extremities and stimulating
magic-items
damage.
If you use your bonus action to inhale more spores at the beginning of your next turn, the effects continue without interruption. You can prolong the effects in this manner for up to 1 minute
The wood and iron of this once-pristine axe have been utterly devoured and replaced by a variety of fruiting fungi. Gills funnel along the axe’s blade, holding millions of spores in biomantic
magic-items
damage.
If you use your bonus action to inhale more spores at the beginning of your next turn, the effects continue without interruption. You can prolong the effects in this manner for up to 1 minute
The wood and iron of this once-pristine axe have been utterly devoured and replaced by a variety of fruiting fungi. Gills funnel along the axe’s blade, holding millions of spores in biomantic
Monsters
Mythic Odysseys of Theros
bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.
Grave Calling Song. Aphemia intones a low, growling
continue singing, and she can mentally command the undead under her control as part of the same bonus action. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.The
magic-items
The wood and iron of this once-pristine axe have been utterly devoured and replaced by a variety of fruiting fungi. Gills funnel along the axe’s blade, holding millions of spores in biomantic
suspension, ready to unleash their pain-inhibiting effects when inhaled.
Painblind Spores. As a bonus action while holding this axe, you can inhale its spores, numbing your extremities and stimulating
magic-items
The wood and iron of this once-pristine axe have been utterly devoured and replaced by a variety of fruiting fungi. Gills funnel along the axe’s blade, holding millions of spores in biomantic
suspension, ready to unleash their pain-inhibiting effects when inhaled.
Painblind Spores. As a bonus action while holding this axe, you can inhale its spores, numbing your extremities and stimulating
magic-items
damage.
If you use your bonus action to inhale more spores at the beginning of your next turn, the effects continue without interruption. You can prolong the effects in this manner for up to 1 minute
The wood and iron of this once-pristine axe have been utterly devoured and replaced by a variety of fruiting fungi. Gills funnel along the axe’s blade, holding millions of spores in biomantic
Gem of Brightness
Legacy
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Magic Items
Basic Rules (2014)
bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another
function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a
Harpy
Legacy
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Monsters
Basic Rules (2014)
song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a
Clay Golem
Legacy
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Monsters
Basic Rules (2014)
dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Haste (Recharge 5–6);{"diceNotation":"1d6","rollType
":"recharge","rollAction":"Haste"}. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
magic-items
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
spells
Player’s Handbook
A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes
2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the
Monsters
Tales from the Yawning Portal
its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration
spell or other magic.
Haste (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Haste"}. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has
Monsters
Vecna: Eve of Ruin
, and the target’s speed is reduced by 10 feet until the serrated bolt is removed. A target’s speed can be reduced by only one serrated bolt at a time. A creature can use its action to
remove a serrated bolt lodged in itself or another creature within its reach; when the bolt is removed from a creature, that creature takes 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction
Monsters
Fizban's Treasury of Dragons
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
, taking 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Psychic Beam","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.More so even
magic-items
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +3 bonus to attack and damage rolls made with this
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
magic-items
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +2 bonus to attack and damage rolls made with this
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
Monsters
Fizban's Treasury of Dragons
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
, taking 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Psychic Beam","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.More so even
Monsters
Fizban's Treasury of Dragons
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
, taking 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Psychic Beam","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.More so even
magic-items
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +3 bonus to attack and damage rolls made with this
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3
Ring of Invisibility
Legacy
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Magic Items
Basic Rules (2014)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Helm of Brilliance
Legacy
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Magic Items
Basic Rules (2014)
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses
, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm
Monsters
Fizban's Treasury of Dragons
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
, taking 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Psychic Beam","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.More so even
Monsters
Fizban's Treasury of Dragons
Spellcasting.
Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw
, taking 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Psychic Beam","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.More so even
magic-items
their photometabolism; they can convert sunlight into pure, concentrated radiant energy, unleashing unholy beams of destructive force.
You gain a +3 bonus to attack and damage rolls made with this
creatures with truesight or creatures using the detect magic spell. The trail fades after 1 hour.
Optional Attunement. If you choose to attune to this weapon, it gains the Solar Beam property and has 3