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Returning 35 results for 'burning bonus diffusing contained remaining'.
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Spells
Player’s Handbook
Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The
Equipment
must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning.
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with
and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.
Spells
Player’s Handbook
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
any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot
Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Equipment
throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be
covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour
Spells
Player’s Handbook
the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5 feet of it
saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it
Magic Items
Dungeon Master’s Guide
While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC.
The Shield has the following additional properties that you can use
while holding it.
Forceful Bash. When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and
Magic Items
Dungeon Master’s Guide
tome are filled with indecipherable scrawls. The remaining pages are blank.
While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can
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
Magic Items
Dungeon Master’s Guide
you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The fl ames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon
.
Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
2 minor detrimental properties
1 major detrimental property
The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.
Protection. You gain a +3 bonus to
Magic Items
Dungeon Master’s Guide
you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
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
Spells
Forgotten Realms: Heroes of Faerûn
Thunder damage, you can take a Reaction to expend one sphere and give yourself Resistance to the triggering damage type until the start of your next turn.
Energy Blast. As a Bonus Action, you send
whether you hit, the sphere is expended.
The spell ends early if you have no more spheres remaining.
Using a Higher-Level Spell Slot. The number of spheres increases by 1 for every spell slot level above 6.
Feats
Forgotten Realms: Heroes of Faerûn
flame, takes 1d4 Fire damage, and is burning.
20
The triggering spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
the ability increased by this feat and your Proficiency Bonus.
You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest
Monsters
Waterdeep: Dungeon of the Mad Mage
Indomitable (2/Day). Derrion rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Derrion can regain 20 hit points.Multiattack. Derrion makes three
":"Greatsword","rollDamageType":"slashing"} slashing damage if Derrion has more than half of his total hit points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
Lizardfolk Shaman
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Monsters
Monster Manual (2014)
","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.
Change Shape (Recharges after a Short or Long Rest). The lizardfolk magically polymorphs into a crocodile, remaining in that form for up
to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Champion
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Monsters
Volo's Guide to Monsters
Indomitable (2/Day). The champion rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.Multiattack. The champion
":"Greatsword","rollDamageType":"slashing"} slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
Monsters
Waterdeep: Dragon Heist
(Recharges after a Short or Long Rest). As a bonus action, Ahmaergo can regain 20 hit points.Multiattack. Ahmaergo makes three attacks with his greataxe.
Greataxe. Melee Weapon Attack: +9;{"diceNotation
"} slashing damage, plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Greataxe","rollDamageType":"slashing"} slashing damage if Ahmaergo has more than half his hit points remaining
Spells
Xanathar's Guide to Everything
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you
four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
At
Monsters
Tyranny of Dragons
appendix C).
Draconic Majesty. Severin adds his Charisma bonus to his AC.
Ignite Enemy. If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen, the target catches fire. At
the start of each of its turns, the burning target takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Ignite Enemy","rollDamageType":"fire"} fire damage. A creature within reach of
Orc Claw of Luthic
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Monsters
Volo's Guide to Monsters
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Spellcasting. The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell
orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.
Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Claw"} to
Monsters
Waterdeep: Dungeon of the Mad Mage
Indomitable (2/Day). The champion rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.Multiattack. The champion
":"Greatsword","rollDamageType":"slashing"} slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType
Swarm of Cranium Rats
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Monsters
Volo's Guide to Monsters
Illumination. As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional
than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components:
At will: command, comprehend languages, detect thoughts
1/day each: confusion
Xvart Warlock of Raxivort
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Monsters
Volo's Guide to Monsters
, prestidigitation
1st–2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray
Low Cunning. The xvart can take the Disengage action as a bonus action on each of
Monsters
Tomb of Annihilation
Indomitable (2/Day). Sekelok rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Sekelok can regain 20 hit points.
Magic Resistance. Sekelok has
than half of his total hit points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2
Monsters
Waterdeep: Dragon Heist
Indomitable (2/Day). Tashlyn can reroll a saving throw that she fails. She must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Tashlyn can regain 20 hit
":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage if Tashlyn has more than half her hit points remaining.
Shortbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
half as much damage.
Split. When a Large fractine that has at least 10 hit points remaining takes bludgeoning, piercing, slashing, or thunder damage from any source, it splits into two Medium fractines
. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s glassy surface
Magic Items
Tyranny of Dragons
dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a
succeed instead.
Dragon Fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Magic Items
Eberron: Rising from the Last War
When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your
outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.
Monsters
Icewind Dale: Rime of the Frostmaiden
Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see
":"cold"} cold damage.Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their
Monsters
Phandelver and Below: The Shattered Obelisk
.
Psionic Shield. When the goblin or one of its allies within 15 feet of it is hit by an attack roll, the goblin conjures a shield of force. The target of the attack gains a +3 bonus to its AC against the
with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic
Monsters
Waterdeep: Dungeon of the Mad Mage
Indomitable (2/Day). Thwad rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Thwad can regain 20 hit points.
Dwarven Resilience. Thwad has
damage, plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Maul","rollDamageType":"bludgeoning"} bludgeoning damage if Thwad has more than half of his total hit points remaining
Monsters
Spelljammer: Adventures in Space
feyr has two tentacles, each of which can grapple one creature.
Invisibility. The feyr becomes invisible until it attacks, uses Nightmare Fuel, or uses a bonus action to become visible.
Nightmare
air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a confrontation.
Magic Items
Quests from the Infinite Staircase
burn 100 gp of fuel after each year passes, keeping the lantern burning for another year. If no fuel is available, the lantern’s flame goes out. You can add more fuel to the lantern as part of a
use a bonus action to dim the lantern, reducing the light to dim light in a 5-foot radius, or brighten the lantern back to its normal bright light radius.
Lenses. When found, the lantern’s
Drow Arachnomancer
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Monsters
Mordenkainen’s Tome of Foes
Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true
form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form






