Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bonus better diffusing clothing restraints'.
Other Suggestions:
bonus bitter diffusing clothing restrained
bonus better diffusing clutching restraints
bonus bearer diffusing clothing restrained
bonus bearer diffusing clutching restrained
Magic Items
Dungeon Master’s Guide
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
Equipment
Ability: Dexterity Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded;Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent
, Traveler's Clothes
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Magic Items
Dungeon Master’s Guide
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
. 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
Feats
Astarion's Book of Hungers
Origin Feat
You gain the following benefits.
Adroit Escape. You have Advantage on checks to escape from nonmagical restraints or the Grappled condition.
Vitality Ward. When you take Necrotic
damage, you can take a Reaction to mitigate the damage. Roll a number of d6s equal to your Proficiency Bonus, and add them together. Reduce the Necrotic damage you take by this total. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Magic Items
Eberron: Rising from the Last War
When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your
outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.
Monsters
Icewind Dale: Rime of the Frostmaiden
Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see
frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died.
God-Spawned Horrors. Gods that personify
Magic Items
Wayfinder's Guide to Eberron
Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth
Magic Items
Wayfinder's Guide to Eberron
Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth
Magic Items
The Book of Many Things
where they are. Once this action is used, it can’t be used again until the next dawn.
Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You
Monsters
Waterdeep: Dragon Heist
Cunning Action. On each of her turns, the Black Viper can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the Black Viper is subjected to an effect that allows her to make
hood and mask, exchanging her fine clothes for the kind of practical clothing her parents would never let her wear.
One of the things Esvele has learned is to embrace the legend of the Black Viper
Monsters
The Book of Many Things
. The corrupter regains all spent legendary actions at the start of its turn.
Cunning. The corrupter escapes nonmagical restraints and ends the grappled and restrained conditions on itself, then moves
by a trap. The villain rolls a number of d6s equal to its proficiency bonus, and struck targets take damage equal to the total. The damage is bludgeoning;{"diceNotation":"6d6","rollType":"damage
Equipment
The jagged vertebrae sword of a fishfolk warrior can barely be called a sword. Locals would say it’s better described as a makeshift weapon crafted from a fish skeleton and sea trash. Its poor
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
Acquisitions Incorporated
powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing
the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom (Insight) check.
Better Odds
When you reach rank 3, your
Monsters
Mordenkainen Presents: Monsters of the Multiverse
their hooves and clubs. Korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining.
No one knows the ways of stone and earth better
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 at the start of
Monsters
The Book of Many Things
actions at the start of its turn.
Cunning. The infiltrator escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attack
bonus, and struck targets take damage equal to the total. The damage is bludgeoning;{"diceNotation":"4d6","rollType":"damage","rollAction":"Traps (Bludgeoning)","rollDamageType":"bludgeoning"}, piercing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Chill Blast","rollDamageType":"cold"} cold damage.
Hateful Restraints. Geryon targets one creature he can see within 60 feet of him
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or take 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Chill Blast","rollDamageType":"cold"} cold damage.
Hateful Restraints. Geryon targets one creature he can see within 60 feet
abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait.
Crushing Blow (Recharges after a Short or Long Rest). As a bonus action
Monsters
The Book of Many Things
turn.
Cunning. The assassin escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attack;opportunity attacks.
Stab (Costs 2
two creatures the villain can see in the lair. Each target must succeed on a DC 15 Dexterity saving throw or be struck by a trap. The villain rolls a number of d6s equal to its proficiency bonus, and
Monsters
Guildmasters’ Guide to Ravnica
(1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell or
(Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
Monsters
Guildmasters’ Guide to Ravnica
","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing
Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a
Monsters
Guildmasters’ Guide to Ravnica
(1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell
Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot
Monsters
Vecna: Eve of Ruin
Alustriel and her deeds better known than in the Silver Marches and its capital, Silverymoon. Alustriel ruled Silverymoon for centuries, once disguised as a wizard named Elué Dualen and then later
for 1 hour or until she has the incapacitated condition or uses another bonus action to quench it. While wreathed in silver fire, Alustriel gains truesight within 30 feet and can use her Argent Blaze
Monsters
The Wild Beyond the Witchlight
charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last Charge Expended"}. On a 1, the staff retains its +2 bonus to attack and damage
","rollDamageType":"lightning"} lightning damage; 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).Ringlerun became an adventurer to better satisfy his craving for
Backgrounds
Sword Coast Adventurer's Guide
trinket
4
An article of clothing
5
A piece of jewelry
6
An arcane book or formulary
7
A written story, song, poem, or secret
8
A tattoo or other body marking
city, especially hard drink.
5
Secretly, I believe that things would be better if I were a tyrant lording over the land.
6
I have trouble trusting in my allies.
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
.
Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the
as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random
Feats
Bigby Presents: Glory of the Giants
proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Vampire Hunter Origin Feat You gain the following benefits. Adroit Escape. You have Advantage on checks to escape from nonmagical restraints or the Grappled condition. Vitality Ward. When you take
Necrotic damage, you can take a Reaction to mitigate the damage. Roll a number of d6s equal to your Proficiency Bonus, and add them together. Reduce the Necrotic damage you take by this total. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Vampire Hunter Origin Feat You gain the following benefits. Adroit Escape. You have Advantage on checks to escape from nonmagical restraints or the Grappled condition. Vitality Ward. When you take
Necrotic damage, you can take a Reaction to mitigate the damage. Roll a number of d6s equal to your Proficiency Bonus, and add them together. Reduce the Necrotic damage you take by this total. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Vampire Hunter Origin Feat You gain the following benefits. Adroit Escape. You have Advantage on checks to escape from nonmagical restraints or the Grappled condition. Vitality Ward. When you take
Necrotic damage, you can take a Reaction to mitigate the damage. Roll a number of d6s equal to your Proficiency Bonus, and add them together. Reduce the Necrotic damage you take by this total. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Monsters
Waterdeep: Dungeon of the Mad Mage
the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). Keresta magically calls 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Children of the Night"} swarm
commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.
Shiftweave Wondrous item, common When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.
Shiftweave Wondrous item, common When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.
Shiftweave Wondrous item, common When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.
Shiftweave Wondrous item, common When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.
Shiftweave Wondrous item, common When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a






