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Returning 35 results for 'bonus before dealing could respectively'.
Monsters
Monster Manual
creature it can see within 60 feet of itself that has the Rampage Bonus Action. The target can take a Reaction to make one melee attack.Rampage (2/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Bone Whip attack.
Magic Items
Dungeon Master’s Guide
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius
and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
Spells
Player’s Handbook
equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your
the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5 feet of it
Net
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to
Proficiency with a net allows you to add your proficiency bonus to the attack roll for any attack you make with it.
A Large or smaller creature hit by a net is restrained until it is freed. A net
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
ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained
Rust Monster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the
rust monster is destroyed after dealing damage.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1
spells
. In addition, the area within 20 feet of you is difficult terrain for creatures of your choice that you can see.
Gravity Pulse. When you cast this spell and as a bonus action on your subsequent turns
increases by 5 feet, and gravity pulse's damage and range increase by 1d6 and 5 feet, respectively, for each slot level above 4th.
Monsters
Tales from the Yawning Portal
","rollDamageType":"acid"} acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its
penalty drops to −5, the weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage.
The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in
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
to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits Barbatos is destroyed after dealing damage.
Heart of the Troll. Barbatos regains 10 hit points at the start of his turn
Magic Items
The Book of Many Things
You gain a +1 bonus to attack and damage rolls made with this magic whip. When you hit a creature or object that is Large or smaller with this whip, you can pull that creature or object 5 feet toward you instead of dealing damage.
Greater Silver Sword
Legacy
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Magic Items
Mordenkainen’s Tome of Foes
This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being
charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
Monsters
Spelljammer: Adventures in Space
(bonus radiant)","rollDamageType":"radiant"} radiant damage.
Longbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Longbow"} to hit, range 150/600 ft., one
":"Longbow (bonus radiant)","rollDamageType":"radiant"} radiant damage.Astral elf warriors operate elven spelljamming ships and defend elven strongholds throughout the Astral Plane.
Astral Elves
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
: 8 (1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Unarmed Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, the vampire can grapple the
or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4
Equipment
vertebrae sword, you can use a bonus action to rake and twist the weapon, breaking off some of the sword’s boney barbs and dealing an extra 1d8 piercing damage. The vertebrae sword can only be used in this way 5 times before it becomes unusable as a weapon.
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +1 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).
magic-items
powerful—creates an arcanomagnetic pull between the two jawbones, dealing devastating damage to whatever lies between them.
You gain a +2 bonus to attack and damage rolls you make with each of these
creature, you could make three attacks against it (the second one dealing Chomp’s extra damage on a hit). If you jumped over three Medium creatures, you could make one attack against each (with no extra damage from Chomp).