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Returning 35 results for 'both bonus decides construct receive'.
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Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.
When you roll a 20 on an attack roll made
with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.
Spells
Player’s Handbook
You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision
with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
slot’s level for the spell’s level in the stat block.
Construct Spirit
Medium Construct, Neutral
AC 13 + the spell’s level
HP 40 + 15 for each spell level above 4
Speed 30 ft
Spells
Player’s Handbook
.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points
Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing
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 a range of 30 feet.
Devour Soul. Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.
When you use this weapon to attack a creature that
to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a
Magic Items
Dungeon Master’s Guide
attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn
.
Cube of Summoning
1d6
Spell
1
Summon Aberration
2
Summon Beast
3
Summon Construct
4
Summon Dragon
5
Summon Elemental
6
Summon Fey
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
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
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
Magic Items
Dungeon Master’s Guide
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Magic Items
Dungeon Master’s Guide
drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.
Skull. An Avatar of Death appears in an unoccupied space as close to you as possible
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
Feats
Astarion's Book of Hungers
. When you roll a Hit Point Die to regain Hit Points, you can treat any roll of 1 or 2 as a 3.
Sanguine Feast. Once per turn when you hit a Bloodied creature that isn’t a Construct or Undead
with an attack roll, you can expend a Hit Point Die, roll it, and regain a number of Hit Points equal to the number rolled plus your Constitution modifier.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
spells
Tasha’s Cauldron of Everything
You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose
spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
CONSTRUCT Spirit
Medium construct
Armor Class 13 + the level of the
Equipment
the device gives the device 3 charges.
As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:
Control. One Construct of your choice within 60
feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can
Monsters
Bigby Presents: Glory of the Giants
prone condition, the cat can make a Bite attack against it as a bonus action.
Fade Away. The grinning cat magically becomes invisible for 1 hour or until it attacks, gradually fading away over the
—wanders by. While trading riddles or witticisms, a cat often decides to reveal its grin, its tail, or sometimes its whole head to confuse or intimidate the creature it’s talking to.
A
Vorpal Sword
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with
to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the
magic-items
While holding this weapon, you receive a +5 bonus to AC and gain 5 Temporary Hit Points, which last until they are depleted or you finish a Long Rest. While holding the weapon, you suffer the