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Returning 35 results for 'bonus before diviner continuously remote'.
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classes
Player’s Handbook (2014)
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time
, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
classes
Player’s Handbook
Learn the Secrets of the Multiverse
The counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space
, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
Monsters
Waterdeep: Dungeon of the Mad Mage
+ 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Fused Form. As a bonus action, she can use her extra mouth and arms to cast any
and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
, stoneskin and mage armor spells on itself before combat.Staff of Power. He wields a staff of power, with 20 charges, that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His
from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
Magic Items
The Book of Many Things
This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The
. The projection disappears at the end of your turn. Once you use this bonus action, it can’t be used again until the next dawn.
Curse. This armor is cursed, and attuning to it extends the
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
magic-items
continuously absorb any water with which it comes into contact.
Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to cause the sections comprising the
blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties and gains those of a whip
Monsters
Bigby Presents: Glory of the Giants
turn.A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient
once by this compulsion.
Empowered Cloud Giants. Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Mischievous Whispers. Whispers can be heard on the wind within
Monsters
Bigby Presents: Glory of the Giants
have the deafened condition for 1 minute.A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating
. A creature can be affected only once by this compulsion.
Empowered Cloud Giants. Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Mischievous Whispers
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature.Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and
turn into short tusks.
41–45
The target’s skin develops bark-like scales, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
46–50
The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
School of Divination The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the
veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. Divination Savant Beginning when you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
School of Divination The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the
veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. Divination Savant Beginning when you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
School of Divination The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the
veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. Divination Savant Beginning when you
Monsters
Eberron: Rising from the Last War
bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see.Multiattack. Belashyrra makes two attacks with its claws and uses its Eye Ray once.
Claw. Melee Weapon Attack: +14
’s lair is known to touch remote areas of the Shadow Marches and caverns below Xen’drik. A region containing a passage to Belashyrra’s lair is warped by its magic, which creates one or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. It takes its turn immediately after the conjurer. It lasts for 1 hour, until it or the conjurer dies, or until the conjurer dismisses it as a bonus action.
Diviner Wizard Diviners peer into the
Bonus +3
Actions
Multiattack. The diviner makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. It takes its turn immediately after the conjurer. It lasts for 1 hour, until it or the conjurer dies, or until the conjurer dismisses it as a bonus action.
Diviner Wizard Diviners peer into the
Bonus +3
Actions
Multiattack. The diviner makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. It takes its turn immediately after the conjurer. It lasts for 1 hour, until it or the conjurer dies, or until the conjurer dismisses it as a bonus action.
Diviner Wizard Diviners peer into the
Bonus +3
Actions
Multiattack. The diviner makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
the touch, this magical blade appears to continuously absorb any water with which it comes into contact. Split at the Seams. As a bonus action, you can press a button hidden on the weapon’s hilt to
cause the sections comprising the blade to magically detach from one another, remaining connected by the chain. Until reformed as a sword as a bonus action, this weapon loses its former sword properties
Compendium
- Sources->Dungeons & Dragons->Monster Manual
whole elephants, whales, or wagons in their talons. They then carry their prey back to their remote nests, journeys that can take days and cover hundreds of miles. Rocs nest amid remote heights. Their
.
Bonus Actions
Swoop (Recharge 5–6). If the roc has a creature Grappled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
whole elephants, whales, or wagons in their talons. They then carry their prey back to their remote nests, journeys that can take days and cover hundreds of miles. Rocs nest amid remote heights. Their
.
Bonus Actions
Swoop (Recharge 5–6). If the roc has a creature Grappled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
whole elephants, whales, or wagons in their talons. They then carry their prey back to their remote nests, journeys that can take days and cover hundreds of miles. Rocs nest amid remote heights. Their
.
Bonus Actions
Swoop (Recharge 5–6). If the roc has a creature Grappled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Champion One of the most remote locations inside White Plume Mountain is the hideout of a band of criminals led by the fallen champion Sir Bluto, an alleged mass murderer and a fugitive. Sir Bluto
throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Champion One of the most remote locations inside White Plume Mountain is the hideout of a band of criminals led by the fallen champion Sir Bluto, an alleged mass murderer and a fugitive. Sir Bluto
throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Champion One of the most remote locations inside White Plume Mountain is the hideout of a band of criminals led by the fallen champion Sir Bluto, an alleged mass murderer and a fugitive. Sir Bluto
throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout’s leaves even provide a nourishing syrup that its wearer can
), passive Perception 8
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
Air Envelope. If it has at least 1 hit point, the gadabout can generate an air envelope around itself when in a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout’s leaves even provide a nourishing syrup that its wearer can
), passive Perception 8
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
Air Envelope. If it has at least 1 hit point, the gadabout can generate an air envelope around itself when in a