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Returning 35 results for 'bonus both diffusing champions rebuke'.
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bonus both diffusing champion rebuke
Magic Items
Dungeon Master’s Guide
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
Classes
Player’s Handbook
Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Dungeoneer's Pack, and 11 GP; or (C) 155 GP
Fighters rule many battlefields. Questing knights, royal champions, elite soldiers, and hardened
Proficiency Bonus
Class Features
Second Wind
Weapon Mastery
1
+2
Fighting Style, Second Wind, Weapon Mastery
2
3
2
+2
Action Surge (one use), Tactical Mind
2
3
3
+2
Monsters
Eberron: Rising from the Last War
Commander of Bones. As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target
must obey the knight's commands until the knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way.
Master of the Pallid Banner. While
Monsters
Thieves’ Gallery
: animal messenger, beast sense, speak with animals
2/day each: cure wounds, entangle, faerie fire, thunderwaveFiery Rebuke (3/Day). When Doric is damaged by a creature that she can see within 60 feet
Rebuke", "rollDamageType":"fire"} fire damage on failed save, or half as much damage on a successful one.The tiefling Doric was taken in by a wood elf enclave in Neverwinter Wood after being abandoned as a
Monsters
Guildmasters’ Guide to Ravnica
Blood Witch Dance. The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma
death, enthrall, suggestion
3/day each: hellish rebuke, hex, scorching ray (at 3rd level)Multiattack. The witch makes two attacks: one with its longsword and one with its shortsword.
Longsword. Melee
Winter Eladrin
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Fey Step (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fey Step"}. As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
Innate
, range 150/600 ft., one target. Hit: 4 (1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.Frigid Rebuke. When the eladrin takes damage
Monsters
Mythic Odysseys of Theros
Resistance. The archon has advantage on saving throws against spells and other magical effects.
Mount. If the archon isn’t mounted, it can use a bonus action to magically teleport onto the creature
recounts the battle between a group of the gods’ champions and a mighty archon, which took place at the mysterious eastern edge of the world. Defeated, the falling archon is said to have met the
Yuan-ti Pit Master
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
:
Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray
1st–3rd level (2 3rd-level slots): command, counterspell, hellish
rebuke, invisibility, misty step, unseen servant, vampiric touchMultiattack (Yuan-ti Form Only). The yuan-ti makes two bite attacks using its snake arms.
Bite. Melee Weapon Attack: +5;{"diceNotation
Magic Items
Waterdeep: Dungeon of the Mad Mage
cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from
has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
monsters
, as well as the target’s Strength, Dexterity, and Constitution modifiers.
The possession lasts until the body drops to 0 Hit Points or the quori leaves as a Bonus Action. When the possession
.
The Fists of Dal Quor. The du’ulora are martial champions of the quori. They thrive on conflict and love to personally crush their enemies. While they enjoy fighting in the vanguard, the du&rsquo
Monsters
Mythic Odysseys of Theros
Mount. If the ashen rider isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the ashen rider and its mount are on the same plane of
known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bone Knight Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command
+6, Intimidation +6
Damage Resistances necrotic, poison
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 5 (1,800 XP)
Commander of Bones. As a bonus action
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bone Knight Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command
+6, Intimidation +6
Damage Resistances necrotic, poison
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 5 (1,800 XP)
Commander of Bones. As a bonus action
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bone Knight Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command
+6, Intimidation +6
Damage Resistances necrotic, poison
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 5 (1,800 XP)
Commander of Bones. As a bonus action
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Champion Bountiful and overrated. You can’t spit in this realm without hitting one. I have witnessed the birth, death, and unlife of more champions than I dare recount. Few are worth remembering
.
—Mordenkainen
Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Champion Bountiful and overrated. You can’t spit in this realm without hitting one. I have witnessed the birth, death, and unlife of more champions than I dare recount. Few are worth remembering
.
—Mordenkainen
Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Champion Bountiful and overrated. You can’t spit in this realm without hitting one. I have witnessed the birth, death, and unlife of more champions than I dare recount. Few are worth remembering
.
—Mordenkainen
Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Champion Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and
or Long Rest). As a bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Champion Champions are mighty warriors who honed their fighting skills in gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their
bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Champion Champions are mighty warriors who honed their fighting skills in gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their
bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Champion Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and
or Long Rest). As a bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Champion Champions are mighty warriors who honed their fighting skills in gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their
bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Champion Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and
or Long Rest). As a bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or its shortbow.
Greatsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Str +6, Dex +6, Con +4
Skills Athletics +6, Perception +3
Condition Immunities frightened
Senses passive Perception 13
Languages Common, Draconic
Challenge 3 (700 XP) Proficiency Bonus +2
+ 4) piercing damage.
Reaction
Biting Rebuke. Immediately after the chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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 the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
her current hit points, her hit point maximum, this bonus action, her alignment, and her Intelligence, Wisdom, and Charisma scores.
Reactions
Fiery Rebuke (3/Day). When Doric is damaged by a
, Elvish, Infernal, Sylvan
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Multiattack. Doric makes two Shaped Claw or Sling attacks. She can replace one attack with a use of Spellcasting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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 the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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 the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Str +6, Dex +6, Con +4
Skills Athletics +6, Perception +3
Condition Immunities frightened
Senses passive Perception 13
Languages Common, Draconic
Challenge 3 (700 XP) Proficiency Bonus +2
+ 4) piercing damage.
Reaction
Biting Rebuke. Immediately after the chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Str +6, Dex +6, Con +4
Skills Athletics +6, Perception +3
Condition Immunities frightened
Senses passive Perception 13
Languages Common, Draconic
Challenge 3 (700 XP) Proficiency Bonus +2
+ 4) piercing damage.
Reaction
Biting Rebuke. Immediately after the chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Champion of Gorm Champions are blessed by Gorm to lead their fellow guardians. In battle, they channel auras of ghostly lightning to protect Gorm’s servants. Champion of Gorm Medium Humanoid
)
Saving Throws Str +5, Wis +4
Skills Athletics +5, Insight +4, Religion +3
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP) Proficiency Bonus +2
Brave. The champion has
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to the teachings of Sardior’s dragonborn champions, who wield psionic power in the service of their mysterious cause. Many of these champions are associated with the Inheritors of the First World (see
chapter 3). Sardior’s champions use telekinetic power to move their foes and even carry themselves through the air. Their breath weapon, a blast of heat, is believed to be an echo of long-lost






