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Returning 35 results for 'bonus body dagger continual rolling'.
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Magic Items
Dungeon Master’s Guide
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
a body of water large enough to contain it, or the summoning fails and the scroll is wasted)
91-100
Tarrasque
Equipment
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Magic Items
Dungeon Master’s Guide
represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Bullseye Lantern (filled and lit)
Dagger
Mirror
Pole
Rope
(coiled)
Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.
1d100
Patch
01–08
Bag of
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs
Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
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
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
Monsters
Monster Manual
Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
"} Cold damage. Until the end of its next turn, the target can’t take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or
Monsters
Monster Manual
body is destroyed only if it starts its turn with 0 Hit Points and doesn’t regenerate.
Undead Restoration. If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil
curses one creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this Bonus Action on a different creature.
Monsters
Monster Manual
Diabolical Restoration. If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine
":"damage", "rollAction":"Entangling Rope", "rollDamageType":"Force"} Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release
Monsters
Monster Manual
Humanoid the ghost can see within 5 feet. Failure: The target is possessed by the ghost; the ghost disappears, and the target has the Incapacitated condition and loses control of its body. The ghost now
controls the body, but the target retains awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost’s game
Classes
Player’s Handbook
’s Tools or Musical Instrument
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 5 Dagger;Daggers, Artisan’s Tools or Musical Instrument chosen for the tool
1 features, which are listed in the Monk Features table.
Monk Features
Level
Proficiency Bonus
Class Features
Martial Arts
Focus Points
Unarmored Movement
1
+2
Martial
Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.
Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter
Monsters
Monster Manual
", "rollAction":"Gibbering"} to determine what it does during the current turn:
1–4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a
. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only
Magic Items
Dungeon Master’s Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using
Spells
Player’s Handbook
you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Heated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit
Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the
Magic Items
Dungeon Master’s Guide
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the
Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
Classes
Player’s Handbook
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
are listed in the Rogue Features table.
Rogue Features
Level
Proficiency Bonus
Class Features
Sneak Attack
1
+2
Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery
Classes
Player’s Handbook
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
Classes
Player’s Handbook
, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) 2 Dagger;Daggers, Staff
Features table. See the multiclassing rules to determine your available spell slots.
Wizard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Magic Items
Dungeon Master’s Guide
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
Classes
Player’s Handbook
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Choose 3 Musical Instruments
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger
determine your available spell slots.
Bard Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Bardic Die
Cantrips
Classes
Player’s Handbook
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
your available spell slots.
Sorcerer Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Sorcery Points
Cantrips
Prepared
Magic Items
Stranger Things: Welcome to the Hellfire Club
Weapon Properties: Finesse, Light, Thrown (Range 20/60)
You can take a Bonus Action to magically coat the blade of this Dagger with poison. The poison remains for 1 minute or until an attack using
this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or take 2d8 Poison damage and have the Poisoned condition for 1 minute. This Bonus Action can’t be
Magic Items
Forgotten Realms: Heroes of Faerûn
This magical tattoo contains the essence of a level 1–3 spell chosen by the tattoo’s creator. While the tattoo is on your body, you always have the associated spell prepared, and you can
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
Monsters
Eberron: Rising from the Last War
: knockDagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4
+1","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.In Khorvaire, magic is part of everyday life. A chef might use prestidigitation to heat and season food
Magic Items
Tomb of Annihilation
This +3 dagger belongs to Artus Cimber. While you have the dagger drawn, you can use a bonus action to activate one of the following properties:
Cause a blue gem set into the dagger
’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on your palm, points north
Monsters
Guildmasters’ Guide to Ravnica
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Light
Monsters
Tyranny of Dragons
take a bonus action to teleport it to his hand.Multiattack. Dralmorrer attacks twice, either with his longsword or dagger.
Longsword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
step
War Magic. When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.
Weapon Bond. Provided his longsword is on the same plane, Dralmorrer can
Monsters
Dragon of Icespire Peak
Helpful. The expert can take the Help action as a bonus action.
Tools. The expert has thieves’ tools and a musical instrument.Shortsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
damage.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
Swashbuckler
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield
, its AC includes its Charisma modifier.Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6
Magic Items
Guildmasters’ Guide to Ravnica
dagger has the following additional properties.
Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack
Monodrone
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Axiomatic Mind. The monodrone can’t be compelled to act in a manner contrary to its nature or its instructions.
Disintegration. If the monodrone dies, its body disintegrates into dust, leaving
behind its weapons and anything else it was carrying.Dagger. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft., one target. Hit: 3 (1d4
Monsters
Baldur’s Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action.
Focus. If Rilsa damages a creature with a weapon attack, she gains advantage
on attack rolls against that target until the end of her next turn.
Tactical Leadership. As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn’t
Monsters
Icewind Dale: Rime of the Frostmaiden
":"2d4","rollType":"damage","rollAction":"Ice Longsword","rollDamageType":"cold"} cold damage.
Ice Dagger. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Ice Dagger
"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Ice Dagger","rollDamageType":"piercing"} piercing damage plus 5 (2d4






