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Returning 35 results for 'bonus both distant contacts reflected'.
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magic-items
This adamantine Breastplate of ancient Dhaakan belonged to a hobgoblin hero known as a mighty slayer of Aberrations.
While wearing this armor, you gain a +2 bonus to Armor Class, any Critical Hit
ability of a Mind Flayer or other Aberration, you are unaffected, and the effect is reflected back toward the Aberration as if the cone originated from you, including the Aberration in its area of effect.
Backgrounds
The Book of Many Things
stumbled across a Deck of Many Things and drawn a card with a potent, positive effect. Or maybe you inherited a modest fortune from a distant relative you didn’t know you had.
Regardless, you
containing 18 gp
Feature: Fortune’s Favor
Your unexpected good fortune is reflected by a minor boon. You gain the Lucky, Magic Initiate, or Skilled feat (your choice). Your choice of feat
Flail Snail
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the
spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
3–4. No additional effect.
5–6. The snail’s shell converts some of the spell’s energy
Magic Items
Phandelver and Below: The Shattered Obelisk
affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.
Mind Crystal (Distant);Distant (Uncommon). If the spell has a range of 5 feet or more and
saving throw it makes against the spell.
Mind Crystal (Quickened);Quickened (Rare). You change the spell’s casting time to 1 bonus action for this casting.
Mind Crystal (Subtle);Subtle (Common). You cast the spell without any somatic or verbal components for this casting.
Magic Items
Bigby Presents: Glory of the Giants
, or poison. You have resistance to the chosen damage type until you finish another long rest.
Invoking the Runes. As a bonus action, you can invoke the gauntlets’ runes and summon two enormous
spectral fists that envelop the gauntlets and mimic your hand motions. The fists can also launch themselves to strike distant opponents, returning immediately to your space after they hit or miss
Monsters
Bigby Presents: Glory of the Giants
embark on adventures to create their own legends. These wanderers use their magic for trickery and disguise to emulate Diancastra.
Firbolgs
Distant cousins of giants, the first firbolgs wandered the
firbolg.
As a bonus action on later turns, the firbolg can move the illusion up to 30 feet and can then swap places with it.
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
complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in the
Monsters
Mythic Odysseys of Theros
Aura of Nightmares. Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn’t undead or a construct starts its turn within
distant nightmarish planes. A pit fiend might be interpreted by Theros’s mortals as one of the Underworld’s countless demonic denizens, while a balor meeting a Theros demon on some other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the
", "rollType":"recharge", "rollAction":"Tharizdun's Spark"}. As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon
Backgrounds
Guildmasters’ Guide to Ravnica
manipulated by people I find attractive.
6
I’m not actually all that angry.
Contacts
The members of the Gruul Clans rely on each other even as they vie for territory and glory. Their
encounters with members of other guilds are more often violent than friendly, but occasional bonds do form.
Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul
Monsters
Van Richten’s Guide to Ravenloft
Fiendish Blessing. The AC of Isolde includes her Charisma bonus.
Innate Spellcasting. Isolde’s spellcasting ability is Charisma (spell save DC 14). Isolde can innately cast the following
comfort to Isolde and quelled her thirst for vengeance.
Zybilna and Isolde enjoyed a strong partnership for years, but as time wore on, they grew distant until their relationship finally soured
Monsters
Van Richten’s Guide to Ravenloft
feet of that creature. The gibbering mouther;gibbering mouthers act right after the emissary on the same initiative count, gaining a +7 bonus to their attack and damage rolls, and fighting until they are
ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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races
Eberron: Rising from the Last War
personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast
within they physically transform for a short time.
A shifter’s beast within is reflected by the shifter’s subrace. Four subraces are especially common:
Beasthide often signifies the
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
Monsters
Mythic Odysseys of Theros
immediately make the save.
If Hythonia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze.
Shed Skin (Mythic Trait
:
Hythonia briefly animates creatures that have been petrified by her gaze. Each statue attacks one creature within 5 feet of it, with a +11 bonus to hit and dealing 10 (3d6);{"diceNotation":"3d6
Magic Items
Infernal Machine Rebuild
surroundings to appear reflected in the blade as if in a state of decay.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a contact in town. You can have a maximum number of contacts in town equal to 1 + your Charisma bonus (minimum of 1). The nature of the contacts depends on the chosen tavern. The DM creates a specific
contacts in town. A week of carousing costs 2d10 gp as you lavish money on food and drink for yourself and others. When carousing, pick a single tavern in town to frequent. At the end of the week, you earn
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a contact in town. You can have a maximum number of contacts in town equal to 1 + your Charisma bonus (minimum of 1). The nature of the contacts depends on the chosen tavern. The DM creates a specific
contacts in town. A week of carousing costs 2d10 gp as you lavish money on food and drink for yourself and others. When carousing, pick a single tavern in town to frequent. At the end of the week, you earn
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
noble visiting from a distant city. Resolution. After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check
upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a contact in town. You can have a maximum number of contacts in town equal to 1 + your Charisma bonus (minimum of 1). The nature of the contacts depends on the chosen tavern. The DM creates a specific
contacts in town. A week of carousing costs 2d10 gp as you lavish money on food and drink for yourself and others. When carousing, pick a single tavern in town to frequent. At the end of the week, you earn
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
noble visiting from a distant city. Resolution. After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check
upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
noble visiting from a distant city. Resolution. After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check
upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
distant port. Local Sea Dog As a sailor native to town, you know plenty of people down by the docks. You have friends in the Oweland family who can get you access to Eda, a prominent local leader, as
the ways of the sea, however, and you blend in at the docks with ease. You can mingle with foreign crews, learn news from them, and strike up easy friendships. Some of them have contacts with local
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
distant port. Local Sea Dog As a sailor native to town, you know plenty of people down by the docks. You have friends in the Oweland family who can get you access to Eda, a prominent local leader, as
the ways of the sea, however, and you blend in at the docks with ease. You can mingle with foreign crews, learn news from them, and strike up easy friendships. Some of them have contacts with local
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
distant port. Local Sea Dog As a sailor native to town, you know plenty of people down by the docks. You have friends in the Oweland family who can get you access to Eda, a prominent local leader, as
the ways of the sea, however, and you blend in at the docks with ease. You can mingle with foreign crews, learn news from them, and strike up easy friendships. Some of them have contacts with local
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Proficiency Bonus A monster’s Proficiency Bonus (PB) is determined by its CR, as shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics
where the monster’s exceptional aptitude is a factor. Proficiency Bonus by Challenge Rating CR PB
0–4 +2
5–8 +3
9–12 +4
13–16 +5
17–20 +6
21–24 +7
25–28 +8
29–30 +9
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Proficiency Bonus A monster’s Proficiency Bonus (PB) is determined by its CR, as shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics
where the monster’s exceptional aptitude is a factor. Proficiency Bonus by Challenge Rating CR PB
0–4 +2
5–8 +3
9–12 +4
13–16 +5
17–20 +6
21–24 +7
25–28 +8
29–30 +9
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Proficiency Bonus A monster’s Proficiency Bonus (PB) is determined by its CR, as shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics
where the monster’s exceptional aptitude is a factor. Proficiency Bonus by Challenge Rating CR PB
0–4 +2
5–8 +3
9–12 +4
13–16 +5
17–20 +6
21–24 +7
25–28 +8
29–30 +9
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster’s exceptional aptitude is a factor. Proficiency Bonus by
62,000
25 75,000
26 90,000
27 105,000
28 120,000
29 135,000
30 155,000
Proficiency Bonus A monster’s Proficiency Bonus (PB) is determined by its CR, as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster’s exceptional aptitude is a factor. Proficiency Bonus by
62,000
25 75,000
26 90,000
27 105,000
28 120,000
29 135,000
30 155,000
Proficiency Bonus A monster’s Proficiency Bonus (PB) is determined by its CR, as
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster’s exceptional aptitude is a factor. Proficiency Bonus by
62,000
25 75,000
26 90,000
27 105,000
28 120,000
29 135,000
30 155,000
Proficiency Bonus A monster’s Proficiency Bonus (PB) is determined by its CR, as
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s personality: a feline shifter may be cool and distant, driven by predatory instincts, while
a shifter with a lupine spirit is drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time. This beast within is reflected by the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s personality: a feline shifter may be cool and distant, driven by predatory instincts
is reflected by the shifter’s subrace. Four subraces are especially common: Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned. Longtooth shifters typically have lupine
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s personality: a feline shifter may be cool and distant, driven by predatory instincts, while
a shifter with a lupine spirit is drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time. This beast within is reflected by the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s personality: a feline shifter may be cool and distant, driven by predatory instincts
is reflected by the shifter’s subrace. Four subraces are especially common: Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned. Longtooth shifters typically have lupine