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Returning 35 results for 'bonus book deep container repeat'.
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bonus book deep contains repeat
Equipment
A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.
Magic Items
Dungeon Master’s Guide
The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book
’s authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it
Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.
This potion’s container seems to hold fog that moves and pours like water.
Spells
Player’s Handbook
melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns
, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.
Equipment
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.
Spells
Player’s Handbook
target takes Force damage equal to 4d12 plus your spellcasting ability modifier.
On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.
Magic Items
Dungeon Master’s Guide
After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw, taking 4d6 Fire damage on a failed save
or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.
This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Magic Items
Dungeon Master’s Guide
as a Bonus Action. The bowl can’t be used this way again until the next dawn.
The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.
Monsters
Monster Manual
Bonus Action on its turn, not both. Success: Half damage only. 5: Enervation Ray. Constitution Saving Throw: DC 16. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
Magic Items
Dungeon Master’s Guide
This book has a desiccated tongue pinned to its front cover. Five of these tomes exist, and it’s unknown which one is the original. The tongue on the first Tome of the Stilled Tongue belonged
take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the tome can’t be used
Monsters
Monster Manual
either an action or a Bonus Action on its turn, not both. Success: Half damage only.
Enervation Ray. Constitution Saving Throw: DC 17. Failure: 16 (3d10);{"diceNotation":"3d10", "rollType":"damage
control on objects with this ray, such as manipulating a tool or opening a door or container.
Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is a Construct or an Undead
Equipment
Ability: Strength Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch
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.
Spells
Player’s Handbook
save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
As a Bonus Action on your later turns, you can repeat the
Spells
Player’s Handbook
Immunities Psychic
Senses Darkvision 60 ft.; Passive Perception 10
Languages Deep Speech, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Regeneration
Psychic damage.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).
Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack
Equipment
Ability: Strength Utilize: Pry open a door or container (DC 20) Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings
, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that
Magic Items
Dungeon Master’s Guide
’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength
Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool
Magic Items
Dungeon Master’s Guide
+9. On a hit, the target takes 1d6 + 5 Force damage.
As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip
yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of
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
Magic Items
Dungeon Master’s Guide
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone
Magic Items
Dungeon Master’s Guide
Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head.
Ioun Stone of Awareness;Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on
of 20, while this marbled pink and green sphere orbits your head.
Ioun Stone of Mastery;Mastery (Legendary). Your Proficiency Bonus increases by 1 while this pale green prism orbits your head.
Ioun
Spells
Forgotten Realms: Heroes of Faerûn
, each one against a creature or object within 5 feet of the rift. On a hit, the target takes 10d6 Force damage. This attack scores a Critical Hit if the number on the d20 is 18 or higher.
As a Bonus
Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at
Monsters
Forgotten Realms: Adventures in Faerûn
by this breath in a 15-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the
a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon
Monsters
Forgotten Realms: Adventures in Faerûn
’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1
it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace
Feats
Forgotten Realms: Heroes of Faerûn
language tables in the Player's Handbook or Chapter 2 of this book.
Dragon’s Terror. You can take a Magic action to instill terror in a creature you can see within 30 feet of yourself. The
target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. If the target succeeds on the save or
Monsters
Forgotten Realms: Adventures in Faerûn
take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
spirit dragon’s primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep
Monsters
Forgotten Realms: Adventures in Faerûn
is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on
primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and
Magic Items
Forgotten Realms: Adventures in Faerûn
Frightened target ends its turn more than 120 feet away from you, the target can repeat the Wisdom save, ending the condition on itself on a success. A creature that succeeds on the save against this
effect is immune to it for 1 minute, after which it can be affected again.
The aura is inactive while you have the Incapacitated condition. You can activate or deactivate the aura as a Bonus Action
Dust of Sneezing and Choking
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.
When you use
, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Mindwitness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at
:
1. Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at
Book of Exalted Deeds
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the
book’s various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book
Equipment
determines that person has a hidden secret. If you reveal you know the secret to the figure, you gain a +5 bonus on Charisma checks to influence them for 24 hours. After the book reveals ten secrets in this way, it holds no more secrets of use.
This book contains Xorannox’s collection of dirty secrets about other people: intrigues between nobles, unfaithful leaders, infernal contracts between devils and clergy of good-aligned temples
Monsters
Icewind Dale: Rime of the Frostmaiden
; 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or
until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
, such as lore about demons. When you do so, double your proficiency bonus on that check.
Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite
even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every






