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Returning 35 results for 'bonus bottle diffusing contested reading'.
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Equipment
Ability: Intelligence Utilize: Discern what a glass object held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial
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
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
after you spend the requisite amount of time reading and studying the book.
Divine Wisdom. After you spend the requisite amount of time reading and studying the book, your Wisdom increases by 2, to a
Magic Items
Dungeon Master’s Guide
, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted
’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the following table.
Spell Scroll
Spell Level
Rarity
Save DC
Attack Bonus
Spell Scroll
Backgrounds
Strixhaven: A Curriculum of Chaos
You have spent your youth preparing to be a student of Lorehold College, reading every book on the college’s recommended reading list for prospective students. Your academic passions are in the
: History, Religion
Languages: Two of your choice
Equipment: A bottle of black ink, an ink pen, a hammer, a hooded lantern, a tinderbox, a tome of history, a school uniform, and a pouch containing 15 gp
Equipment
As a bonus action, you can make a contested Strength check against a creature within range, moving the target to another unoccupied space within 5 feet of you on a success.
Observant
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Player’s Handbook (2014)
speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
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
made him the envy of many rival spellcasters.
Ringlerun has a good heart, but he’s easily distracted by intellectual pursuits. He would rather spend time in quiet contemplation or reading than in
Equipment
hooked creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
As part of the bonus
.
Special: Hookpull. As a bonus action immediately after you hit a target no more than one size larger than you with an attack using the tetherhook, you can attempt to hook the target using the tetherhook
Backgrounds
Strixhaven: A Curriculum of Chaos
You filled your childhood with rudimentary alchemical experiments, all in the hope of becoming a student of Witherbloom College. The life sciences are the focus of your reading, which include biology
.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A bottle of black ink, an ink pen, a book about plant identification, an
Arcane Hand
Legacy
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Spells
Basic Rules (2014)
of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects
.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the
Pipes of the Sewers
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended
another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as
Bigby's Hand
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects
.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the
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)
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your
Book of Exalted Deeds
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to
the following random properties:
2 minor beneficial properties
2 major beneficial properties
Increased Wisdom
After you spend the requisite amount of time reading and studying the book, your
Magic Items
Fizban's Treasury of Dragons
This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.
Dragon Vessel (Slumbering);Slumbering (Uncommon). As a bonus action, if the vessel is empty, you can
Magic Items
The Wild Beyond the Witchlight
You gain a +3 bonus to attack and damage rolls made with this magic vorpal sword. In addition, the weapon ignores resistance to slashing damage. When you use this weapon to attack a creature that has
finish a long rest after that happens, you can attempt to regain the sword’s trust by making a contested Charisma check against Snicker-Snack. If you win the contest, your attunement to the weapon is instantly restored. Your attunement to the weapon can’t be restored in any other way.
Sword of Kas
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.
If the sword isn’t bathed in blood
your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor
Monsters
Curse of Strahd
success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1
them as a bonus action.Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn
Spell Scroll
Legacy
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Magic Items
Basic Rules (2014)
, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted
’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the following table.
Spell Scroll
Spell Level
Rarity
Save DC
Attack Bonus
Spell Scroll
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Efreeti Bottle Wondrous Item, Very Rare When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke
disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the DM rolls on the following table to determine what
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Efreeti Bottle Wondrous Item, Very Rare When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke
disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the DM rolls on the following table to determine what
Magic Items
Keys from the Golden Vault
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
banished using magic such as the dispel evil and good spell. The banished spirit returns to the book.
Adjusted Ability Scores. After you spend the requisite amount of time reading and studying the book
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Efreeti Bottle Wondrous Item, Very Rare When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke
disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the DM rolls on the following table to determine what
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile
get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile
get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile
get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is speaking a language you understand, you can interpret what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
bonus is +3, and the Fighter’s AC is 18, so the roll needed is 15 (18 − 3). Finding 15 in the “Normal” column and reading across to the “Out of 8” column, the DM gets a result of 2/8—two of the zombies
table suggests that such an area should encompass three zombies. However, the DM decides that all eight zombies (and the Fighter) are affected. The zombies’ Constitution saving throw bonus is +3, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
bonus is +3, and the Fighter’s AC is 18, so the roll needed is 15 (18 − 3). Finding 15 in the “Normal” column and reading across to the “Out of 8” column, the DM gets a result of 2/8—two of the zombies
table suggests that such an area should encompass three zombies. However, the DM decides that all eight zombies (and the Fighter) are affected. The zombies’ Constitution saving throw bonus is +3, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
bonus is +3, and the Fighter’s AC is 18, so the roll needed is 15 (18 − 3). Finding 15 in the “Normal” column and reading across to the “Out of 8” column, the DM gets a result of 2/8—two of the zombies
table suggests that such an area should encompass three zombies. However, the DM decides that all eight zombies (and the Fighter) are affected. The zombies’ Constitution saving throw bonus is +3, and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
). 4 Bottle of Witchlight wine. While the bottle is uncorked, it plays calliope music until the bottle is emptied of wine. 5 Replica unicorn horn filled with candy. 6 Single application of magic face
participant has to pin an unarmed goblin (lawful good), while a Medium participant has to pin one goblin while wrestling two of them. Winning the game requires a successful Strength (Athletics) check contested
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
after a Short or Long Rest). As a bonus action, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this
pounds. Promise of Wealth (Recharges after a Short or Long Rest). As a bonus action, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wings, keeps the book’s contents secure. Only a creature that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and
. These benefits become permanent after you spend the requisite amount of time reading and studying the book. Divine Wisdom. After you spend the requisite amount of time reading and studying the book, your






