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Returning 35 results for 'bonus being diffusing carrying related'.
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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
reappear on the robe.
While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to
Magic Items
Dungeon Master’s Guide
This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the
talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While wearing or holding
Spells
Player’s Handbook
independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you
the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
Spells
Player’s Handbook
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
Magic Items
Dungeon Master’s Guide
holding or carrying the talisman.
Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.
Ultimate End. The talisman has 6 charges
Magic Items
Dungeon Master’s Guide
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
Classes
Player’s Handbook
prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their
table. See the multiclassing rules to determine your available spell slots.
Cleric Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Magic Items
Dungeon Master’s Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you
Magic Items
Forgotten Realms: Heroes of Faerûn
; Exhaustion, Poisoned
Senses Blindsight 60 ft.; Passive Perception 10
Languages Understands Common but can’t speak
CR 0 (XP 0; PB +2)
Traits
Increased Carrying Capacity. The wonder can
hours or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it is wound again.
Bonus Actions
Chime
Monsters
Infernal Machine Rebuild
poison damage.
Stonecunning. They have a +4 bonus to Intelligence (History) checks related to the origin of stonework.Pick. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
Monsters
Bigby Presents: Glory of the Giants
Beast of Burden. The titanothere is considered to be one size larger for the purpose of determining its carrying capacity.Stomp. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit
mammals related to rhinoceros;rhinoceroses. Some of them lack any horns on the face, while others have one, two, or more horns of various shapes and sizes. Some have rough, almost stony skin; some have
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
heightens its physical ability and increases in size, along with anything it is wearing or carrying. While augmented, the seeker is Large, and makes Strength and Dexterity saving throws with advantage
Humanoid it has seen. Any equipment the seeker is wearing or carrying isn’t transformed, and the seeker’s statistics don’t change. The seeker reverts to its true form if the seeker is
Equipment
explorers. A traveler’s guide allows you to add your proficiency bonus to any Intelligence checks you make related to the destination it details.
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.
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
in size, along with anything it is wearing or carrying. While the veil keeper is augmented, attack rolls against it have disadvantage, it is Large, and it makes Strength and Dexterity saving throws
Shape (3/Day). The veil keeper magically transforms to look and feel like a Medium Humanoid it has seen. Any equipment the veil keeper is wearing or carrying isn’t transformed, and the veil keeper
Green Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 13, and the spell attack bonus is +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look
Shadow Mastiff
Legacy
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Monsters
Volo's Guide to Monsters
.
Shadow Blend. While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow
mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has
Monsters
Keys from the Golden Vault
Ashen Creature. When the horse drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.
Trampling Charge. If the horse moves at least
horse can make another attack with its hooves against it as a bonus action.Hooves. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Hooves"} to hit, reach 5 ft., one
Green Hag
Legacy
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Monsters
Basic Rules (2014)
);{"diceNotation":"2d8+4","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a
magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by
Lizardfolk Shaman
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Mezzoloth (summoner variant)
Legacy
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Monsters
Monster Manual (2014)
with two claws and used to make a melee attack.
Teleport. The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see
ally of its summoner), and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.Acid, PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Robe of Stars
Legacy
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Magic Items
Basic Rules (2014)
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
.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Eladrin
Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by
teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
astonishing quickness and strike with terrible force.
Eladrin
Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves
":"recharge","rollAction":"Fey Step"}. The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
cold.
Eladrin
Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are
eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
The Book of Many Things
related to vrock;vrocks, vulturelike demons known for their covetousness and their capricious violence. According to these scholars, a flock of vrocks descended on a Material Plane world through a
werevulture polymorphs into a vulture-humanoid hybrid, into a vulture, or back into its humanoid form. Its game statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its humanoid form if it dies.
Shadow Mastiff Alpha
Legacy
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Monsters
Volo's Guide to Monsters
.
Shadow Blend. While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow
mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has
Monsters
Acquisitions Incorporated
can't use this trait if she's incapacitated.
Shadow Step. When Rosie is in dim light or darkness, she can use a bonus action to teleport 60 feet to an unoccupied space she can see that is also in dim
halflings related to Rosie. She has a daunting number of natural and adopted children, many of whom have followed their mother along the adventuring career track.
Rosie's goals have always been more
Duergar Mind Master
Legacy
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Monsters
Mordenkainen’s Tome of Foes
with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains
a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.Poison
Magic Items
Dragonlance: Shadow of the Dragon Queen
, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can’t be used again until the next dawn.
This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport
Weretiger
Legacy
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Monsters
Basic Rules (2014)
same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks
must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.Multiattack (Humanoid or Hybrid Form
Nycaloth (summoner variant)
Legacy
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Monsters
Monster Manual (2014)
","rollType":"damage","rollAction":"Greataxe","rollDamageType":"slashing"} slashing damage.
Teleport. The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an
of its summoner, does as it pleases, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.Acid, PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Night Hag (Coven Variant)
Legacy
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Monsters
Monster Manual (2014)
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 15, and the spell attack bonus is +7;{"diceNotation":"1d20+7
humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Etherealness. The hag
Sea Hag
Legacy
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Monsters
Basic Rules (2014)
carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
The changes
Sea Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 13, and the spell attack bonus is +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that






