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Returning 35 results for 'bonus being device consumed reasons'.
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Spells
Player’s Handbook
Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The
spell ends.
Potions obtained from the cauldron that aren’t consumed disappear when you cast this spell again.
Magic Items
Dungeon Master’s Guide
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Equipment
Never spelunk in the dark again! This cloak of bioluminescent fungus fibers is sure to brighten your day.
While wearing a Bright Fungal Cloak, you can take a Bonus Action to furl or unfurl it. When
the cloak is unfurled, it sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
One pound of fungus is sewn into a Bright Fungal Cloak. This fungus can be eaten as food. Once all the fungus is consumed, the cloak becomes a mundane set of Traveler's Clothes.
Magic Items
Forgotten Realms: Heroes of Faerûn
saving throw or an attack roll, the spell save DC is 13 and the attack bonus is +5. If your Attunement to the tattoo ends, the tattoo vanishes.
You can also cast the spell once without a spell slot
; if the spell consumes its Material components, they are consumed when you complete the tattoo. Inking a Thayan Spell Tattoo takes the same amount of time and money as scribing a Spell Scroll of an equivalent level.
Monsters
Icewind Dale: Rime of the Frostmaiden
previous existence.
For reasons unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or
ceremorph often carries a home-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables
Magic Items
Planescape: Adventures in the Multiverse
This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils.
As a bonus action, you can toss the device into the air, whereupon
successful unarmed strike against AC 22 or a successful DC 22 Dexterity (Acrobatics) check. You can use a bonus action to seize and stow the device.
The device has AC 22, 25 hit points, immunity to
Equipment
turns, ending the effect on itself on a success.
Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
This small handheld device features a glass pane with a glowing display that responds to your touch.
The controller is powered by an energy cell stored in the device. Placing a full energy cell in
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don’t know. You subsequently know
that language while attuned to the device.
Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
mischievous manipulators who delight in disguising themselves with magic to vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae
transformation ends if the high fae is reduced to 0 hit points, uses this bonus action again, or uses a bonus action to revert to its true form.
Monsters
Dragonlance: Shadow of the Dragon Queen
attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, and Charisma, immunity to being charmed and frightened, and his Divisive Whispers bonus
drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Caradoc reappears in an unoccupied
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
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.
Aberrant Ally. You can conjure an aberrant creature from the
magic-items
Charisma checks.
Blood (Any). The first time each turn that you hit a creature whose type matches the creature type of the blood you consumed, the attack deals 1d6 bonus damage to the target. The damage is of the same type as the attack.
. For the duration, you gain the following benefits:
Boss Meal. You can’t be affected or detected by spells of 1st level or lower unless you wish to be.
Fiend Brain. You gain a +2 bonus to
magic-items
(Any). The first time each turn that you hit a creature whose type matches the creature type of the blood you consumed, the attack deals 1d4 bonus damage to the target. The damage is of the same type as the attack.
. For the duration, you gain the following benefits:
Boss Meal. You can’t be affected or detected by cantrips unless you wish to be.
Fiend Brain. You gain a +1 bonus to Charisma checks.
Blood
magic-items
increases with rarity.
Fiend Brain. You gain a +1 bonus to Charisma checks.
Blood (Any). The first time each turn that you hit a creature whose type matches the creature type of the blood you consumed, the attack deals 1d4 bonus damage to the target. The damage is of the same type as the attack.
magic-items
Charisma checks.
Blood (Any). The first time each turn that you hit a creature whose type matches the creature type of the blood you consumed, the attack deals 1d8 bonus damage to the target. The damage is of the same type as the attack.
. For the duration, you gain the following benefits:
Boss Meal. You can’t be affected or detected by spells of 2nd level or lower unless you wish to be.
Fiend Brain. You gain a +3 bonus to
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the dancing lights, guidance, or message cantrips.
Portent of the Stars. As a reaction
magic-items
Charisma checks.
Blood (Any). The first time each turn that you hit a creature whose type matches the creature type of the blood you consumed, the attack deals 1d10 bonus damage to the target. The damage is of the same type as the attack.
. For the duration, you gain the following benefits:
Boss Meal. You can’t be affected or detected by spells of 3rd level or lower unless you wish to be.
Fiend Brain. You gain a +4 bonus to
Magic Items
Acquisitions Incorporated
Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the
obviator’s lenses, you use a bonus action to make them function as eyes of minute seeing or eyes of the eagle. Once you make this choice, it cannot be changed until the next dawn.
Enhanced Lenses
At
Monsters
Spelljammer: Adventures in Space
":"damage","rollAction":"Longsword (bonus Radiant)","rollDamageType":"radiant"} radiant damage.
Longbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
);{"diceNotation":"4d6","rollType":"damage","rollAction":"Longbow (bonus Radiant)","rollDamageType":"radiant"} radiant damage.
Spellcasting. The elf casts the following spell, using Wisdom as the
Monsters
Guildmasters’ Guide to Ravnica
: message
3/day each: charm person, hold person, mirror image, sleep
1/day each: gaseous form, major image
Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus
, with disadvantage if the vampire has previously consumed the target’s blood. On a failed save, the target takes 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Mind Siphon
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet
.
Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within
, it cannot be used again until the next dawn.
Recall Code. As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to
magic-items
A Grieving Tree is a giant skeletal tree made of the purest white marble, weighing thousands of pounds. One of the greatest inventions of the daashor Taruuzh, a Grieving Tree is part execution device
and part torture device; a nearly inescapable prison that sustains victims on the very edge of death. The secrets to the tree’s construction were lost with Taruuzh’s death, as was the art
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will.
Turn-by
Monsters
Eberron: Rising from the Last War
features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell
eyebinders — entities formed of pure shadow that is outlined by a nimbus of energy. A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
Kalaraq quori
Magic Items
Out of the Abyss
spell's saving throw DC is 15 and has a +9 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Once imbued with a spell
Magic Items
Out of the Abyss
saving throw DC is 13 and has a +5 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell
the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Once imbued with a spell, the
Magic Items
Out of the Abyss
spell's saving throw DC is 15 and has a +7 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Once imbued with a spell
Magic Items
Out of the Abyss
saving throw DC is 17 and has a +9 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is
the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Once imbued with a spell, the gem
Magic Items
Out of the Abyss
stored spell's saving throw DC is 18 and has a +10 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem
maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Once imbued with a
Magic Items
Out of the Abyss
stored spell's saving throw DC is 19 and has a +11 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem
maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Once imbued with a
Equipment
Lord Syuul;Lord Syuul's psionic enucleator can be used to modify the body of any creature inside its tank. The device must be operated by another creature who can manifest a psionic power or who has
creature in the tank:
Bone Spikes. Bony protrusions sprout from the creature’s skin. The creature gains a +1 bonus to the attack and damage rolls of unarmed strikes and natural weapon attacks
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage
Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
Magic Items
Out of the Abyss
DC is 13 and has a +5 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in
belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
Once imbued with a spell, the gem can’t