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Returning 35 results for 'buttons bonus diffusing crook reason'.
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Magic Items
Dungeon Master’s Guide
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set
in a row along the haft. It has three other properties as well, detailed below.
Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a
magic-items
This gnarled, oak staff ends in a crook reminiscent of a swan’s neck. It is clearly ancient, and was only recently uncovered from deep within an elven ruin.
You have a +1 bonus to attack and
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
destroyed. They disappear when the shepherd dies.A nightmare shepherd is a gaunt, ashen fiend with leathery wings. It carries a shepherd’s crook, which it uses to direct a flock of wandering
Monsters
Dragonlance: Shadow of the Dragon Queen
attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, and Charisma, immunity to being charmed and frightened, and his Divisive Whispers bonus
drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Caradoc reappears in an unoccupied
Monsters
Mordenkainen's Fiendish Folio Volume 1
shield takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. The khargra can detach itself by spending 5 feet
metal with ease, organic matter and gems are repugnant to them. If a khargra eats such morsels for whatever reason, they remain lodged in its gullet for a few days of indigestion before the offending
Equipment
construction is the reason it’s not often a weapon seen on land, though when used by a skilled fighter, it most certainly can be a formidable tool.
When you successfully hit a creature with a
vertebrae sword, you can use a bonus action to rake and twist the weapon, breaking off some of the sword’s boney barbs and dealing an extra 1d8 piercing damage. The vertebrae sword can only be used in this way 5 times before it becomes unusable as a weapon.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
buttons that he stole from a dress shirt of Chalaska’s. Most of Bargewright’s locals and all the Swords recognize the buttons. Inglor then leaves with the door ajar. Inglor stashes 200 gp in the chest where
usually act in a suspicious way. He’s a handyman, and he has a reason to be just about anywhere in the inn.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
buttons that he stole from a dress shirt of Chalaska’s. Most of Bargewright’s locals and all the Swords recognize the buttons. Inglor then leaves with the door ajar. Inglor stashes 200 gp in the chest where
usually act in a suspicious way. He’s a handyman, and he has a reason to be just about anywhere in the inn.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
buttons that he stole from a dress shirt of Chalaska’s. Most of Bargewright’s locals and all the Swords recognize the buttons. Inglor then leaves with the door ajar. Inglor stashes 200 gp in the chest where
usually act in a suspicious way. He’s a handyman, and he has a reason to be just about anywhere in the inn.
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
’s lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King’s rule to an
, and you gain the following benefits:
You have truesight.
You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
The eye has 8
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Lordly Might Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod
has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Lordly Might Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod
has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rod of Lordly Might Rod, Legendary (Requires Attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod
has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod’s six buttons as a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod’s six buttons as a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod’s six buttons as a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod’s six buttons as a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod’s six buttons as a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rod of Lordly Might Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has
properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod’s six buttons as a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Blood Fury Tattoo Yes Artifact Baba Yaga’s Mortar and Pestle Yes Artifact Crook of Rao Yes Artifact Demonomicon of Iggwilv Yes Artifact Luba’s Tarokka of Souls Yes Artifact Mighty Servant of Leuk-o
tattoos are a reason robes are so popular with wizards. Robes cover the ankle and lower-back tattoos so many of us got as apprentices. Don’t even ask.
Tasha
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Blood Fury Tattoo Yes Artifact Baba Yaga’s Mortar and Pestle Yes Artifact Crook of Rao Yes Artifact Demonomicon of Iggwilv Yes Artifact Luba’s Tarokka of Souls Yes Artifact Mighty Servant of Leuk-o
tattoos are a reason robes are so popular with wizards. Robes cover the ankle and lower-back tattoos so many of us got as apprentices. Don’t even ask.
Tasha
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Blood Fury Tattoo Yes Artifact Baba Yaga’s Mortar and Pestle Yes Artifact Crook of Rao Yes Artifact Demonomicon of Iggwilv Yes Artifact Luba’s Tarokka of Souls Yes Artifact Mighty Servant of Leuk-o
tattoos are a reason robes are so popular with wizards. Robes cover the ankle and lower-back tattoos so many of us got as apprentices. Don’t even ask.
Tasha
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a Check To... Strength Lift, push, pull, or break something Dexterity Move nimbly, quickly, or quietly Constitution Push your body beyond normal limits Intelligence Reason or remember Wisdom Notice
things in the environment or in creatures’ behavior Charisma Influence, entertain, or deceive Proficiency Bonus Add your Proficiency Bonus to an ability check when the DM determines that a skill or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a Check To... Strength Lift, push, pull, or break something Dexterity Move nimbly, quickly, or quietly Constitution Push your body beyond normal limits Intelligence Reason or remember Wisdom Notice
things in the environment or in creatures’ behavior Charisma Influence, entertain, or deceive Proficiency Bonus Add your Proficiency Bonus to an ability check when the DM determines that a skill or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a Check To... Strength Lift, push, pull, or break something Dexterity Move nimbly, quickly, or quietly Constitution Push your body beyond normal limits Intelligence Reason or remember Wisdom Notice
things in the environment or in creatures’ behavior Charisma Influence, entertain, or deceive Proficiency Bonus Add your Proficiency Bonus to an ability check when the DM determines that a skill or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a Check To... Strength Lift, push, pull, or break something Dexterity Move nimbly, quickly, or quietly Constitution Push your body beyond normal limits Intelligence Reason or remember Wisdom Notice
things in the environment or in creatures’ behavior Charisma Influence, entertain, or deceive Proficiency Bonus Add your Proficiency Bonus to an ability check when the DM determines that a skill or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a Check To... Strength Lift, push, pull, or break something Dexterity Move nimbly, quickly, or quietly Constitution Push your body beyond normal limits Intelligence Reason or remember Wisdom Notice
things in the environment or in creatures’ behavior Charisma Influence, entertain, or deceive Proficiency Bonus Add your Proficiency Bonus to an ability check when the DM determines that a skill or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a Check To... Strength Lift, push, pull, or break something Dexterity Move nimbly, quickly, or quietly Constitution Push your body beyond normal limits Intelligence Reason or remember Wisdom Notice
things in the environment or in creatures’ behavior Charisma Influence, entertain, or deceive Proficiency Bonus Add your Proficiency Bonus to an ability check when the DM determines that a skill or
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
continue her duties for as long as she was contracted. Lonely Family. The Dolindars were all lonely, and there weren’t many of them. They didn’t like Evernight but couldn’t leave it for some reason
. Puzzle Buttons. Newmy doesn’t know anything about a rift or a Crevice of Dusk, but she remembers some “puzzle buttons” deeper in the tomb that she doesn’t know how to work. Maybe they lead somewhere
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
continue her duties for as long as she was contracted. Lonely Family. The Dolindars were all lonely, and there weren’t many of them. They didn’t like Evernight but couldn’t leave it for some reason
. Puzzle Buttons. Newmy doesn’t know anything about a rift or a Crevice of Dusk, but she remembers some “puzzle buttons” deeper in the tomb that she doesn’t know how to work. Maybe they lead somewhere
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
continue her duties for as long as she was contracted. Lonely Family. The Dolindars were all lonely, and there weren’t many of them. They didn’t like Evernight but couldn’t leave it for some reason
. Puzzle Buttons. Newmy doesn’t know anything about a rift or a Crevice of Dusk, but she remembers some “puzzle buttons” deeper in the tomb that she doesn’t know how to work. Maybe they lead somewhere






