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Returning 35 results for 'bonus before daily concealed release'.
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Monsters
Monster Manual
":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
Spells
Player’s Handbook
save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
Magic Items
Dungeon Master’s Guide
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each
Magic Items
Dungeon Master’s Guide
15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15
yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC
Magic Items
Dungeon Master’s Guide
. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target
’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
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
.
Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can cast Detect Evil and Good or Locate
Magic Items
Dungeon Master’s Guide
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature
you can see within 60 feet of yourself. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force
Magic Items
Dungeon Master’s Guide
daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical
Quarterstaff.
The level of the spell bound into the staff determines the spell’s saving throw DC and attack bonus, as well as the staff’s rarity, as shown in the following table
Magic Items
Dungeon Master’s Guide
This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can
expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.
Magic Items
Dungeon Master’s Guide
regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
and attack bonus, as well as the armor’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
Magic Items
Dungeon Master’s Guide
school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon
determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
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
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
.
Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.
When you use this weapon to attack a creature that
creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.
Magic Items
Dungeon Master’s Guide
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In
Magic Items
Dungeon Master’s Guide
This staff has 20 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 gain a +2 bonus to Armor Class, saving
Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the
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
to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power
Magic Items
Dungeon Master’s Guide
Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.
Lightning Strike. You can
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties
Magic Items
Dungeon Master’s Guide
Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.
Globe of Invulnerability. While
Magic Items
Dungeon Master’s Guide
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
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
Magic Items
Dungeon Master’s Guide
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Magic Items
Dungeon Master’s Guide
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls
expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
2 minor detrimental properties
1 major detrimental property
The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.
Protection. You gain a +3 bonus to
Magic Items
Dungeon Master’s Guide
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
Temporary Hit Points daily at dawn until you die.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.
Throne. You gain proficiency and Expertise in
Magic Items
Netheril’s Fall
This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10
Magic Items
Eberron: Forge of the Artificer
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, you can take a Bonus Action to cause it to shed Bright Light in a 30-foot radius and Dim Light for an
additional 30 feet. You can extinguish the light as a Bonus Action.
The weapon has 4 charges. You can take a Reaction immediately after being hit by an attack roll to expend 1 of the weapon’s
Magic Items
Eberron: Forge of the Artificer
You gain a +1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, when a Large or smaller creature within 5 feet of you hits you with a melee attack roll
, you can take a Reaction to expend 1 of the shield’s charges and push the attacker up to 15 feet straight away. The shield regains 1d4 expended charges daily at dawn.
Magic Items
Netheril’s Fall
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
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
Korred
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.
A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point
Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large
Magic Items
Phandelver and Below: The Shattered Obelisk
Carvings of decapitated mind flayers adorn this greataxe’s metal blade. You gain a +1 bonus to attack and damage rolls made with this greataxe.
An Aberration hit with this greataxe takes an
extra 1d12 slashing damage. If the Aberration is currently grappling a creature, the Aberration must succeed on a DC 15 Strength saving throw or release each creature it is grappling.
Magic Items
Guildmasters’ Guide to Ravnica
dagger has the following additional properties.
Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack
Monsters
Candlekeep Mysteries
failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its
charges are expended, but it regains 1d3 expended charges daily at dawn and glows again once it has 1 or more charges.Stone golems are magical constructs cut and chiseled from stone to appear as tall
Iron Bands of Binding
Legacy
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Magic Items
Basic Rules (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a
Iron Bands of Bilarro
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once
of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a






