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                        Returning 35 results for 'decide images are bonus'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
                                                
                                            
                                                
                                                     decide what it looks likeâincluding color, style, and accessoriesâbut the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    ât have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
                                                
                                            
                                                
                                                     location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you canât use the staff's property again
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    . The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a
                                                
                                            
                                                
                                                    ). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the broom is reduced to 0
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them
                                                
                                            
                                                
                                                     at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    ).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can
                                                
                                            
                                                
                                                     command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slotâs
                                                
                                            
                                                
                                                     1 mile (works only with you)
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     spell must be on the Wizard spell list, it must be of a level you can cast, and it canât have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell
                                                
                                            
                                                
                                                    , determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01â50
You cast a random spell determined by
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     only by that of the drow matron mother of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death.Spectral Dagger (Recharges
                                                
                                            
                                                
                                                    ", "rollDamageType":"force"} force damage.
The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , and their authority is equaled only by that of the drow matron mother of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death
                                                
                                            
                                                
                                                     damage.
The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.
                                                
                                            
                                        
                                                     Magic Items
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragonâs scale, tooth, or claw, or it incorporates images in those shapes.
Scaled
                                                
                                            
                                                
                                                    ). You gain a +1 bonus to AC, and you canât be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or
                                                
                                            
                                        
                                                     Magic Items
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     within 60 feet of yourself. You concentration;concentrate on this orb as if concentrating on a spell. As a bonus action, you can move the orb up to 20 feet in any direction.
When your concentration
                                                
                                            
                                                
                                                     donât have the incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
                                                
                                            
                                                
                                                     images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.
Bones Know Their Home. When you
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth
                                                
                                            
                                                
                                                    
Dooms of the Malpheggi (emerald lizardfolk fang)
1 Lizard King/Queen;lizardfolk queen and 4 lizardfolk
You gain reptilian scales, granting you a +2 bonus to your AC. Additionally, when you finish a
                                                
                                            
                                        
                                                    Staff of the Python
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the
                                                
                                            
                                                
                                                     snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide
                                                
                                            
                                                
                                                    Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a
                                                
                                            
                                        
                                                    Alter Self
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your
                                                
                                            
                                                
                                                     1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
                                                
                                            
                                        
                                                    Create Undead
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you
                                                
                                            
                                                
                                                     can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a
                                                
                                            
                                        
                                                    Wave
                                                    
    
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                                                     Magic Items
                                                    Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this
                                                
                                            
                                                
                                                     weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     a spell attack roll, you can choose to enhance the spell through song. You can wait until after you roll the d20 before deciding to use this, but must decide before the GM says whether the roll
                                                
                                            
                                                
                                                     succeeds or fails.
When you do so, make a Charisma (Performance) check. The DC for this check is equal to 10 + the spellâs level. On a success, your proficiency bonus is doubled for the spell attack
                                                
                                            
                                        
                                                    Animate Dead
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally
                                                
                                            
                                                
                                                     command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    , becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Tiny Servant for its statistics.
As a bonus action, you can mentally command the creature if it
                                                
                                            
                                                
                                                     is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the
                                                
                                            
                                        
                                                    Animate Objects
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
As a bonus action, you can 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 or all of them at
                                                
                                            
                                                
                                                     the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a
                                                
                                            
                                        
                                                    Saving Throws
                                                    
    
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                                                     Rules
                                                    
                                                    
                                                
                                            
                                                    A saving throw â also called a save â represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You donât normally decide to make a saving throw
                                                
                                            
                                                
                                                     modifier for a Dexterity saving throw.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.
Each class gives
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     connects the druidâs mind and heart to a profound concept or spiritual outlook. When you decide what your characterâs treasured item is, think about giving it an origin story: how did you come by the item
                                                
                                            
                                                
                                                     tied together in a bundle 4 A small bronze bowl engraved with animal images 5 A rattle made from a dried gourd and holly berries 6 A miniature golden sickle handed down to you by your mentor
                                                
                                            
                                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     crystal.
While wearing this armor, you gain the following benefits:
You have a +1 bonus to AC.
Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
You have
                                                
                                            
                                                
                                                     advantage on death saving throws.
The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Glamoured Studded Leather Armor (Studded Leather Armor), Rare While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the
                                                
                                            
                                                
                                                     appearance of a normal set of clothing or some other kind of armor. You decide what it looks likeâincluding color, style, and accessoriesâbut the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Glamoured Studded Leather Armor (Studded Leather Armor), Rare While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the
                                                
                                            
                                                
                                                     appearance of a normal set of clothing or some other kind of armor. You decide what it looks likeâincluding color, style, and accessoriesâbut the armor retains its normal bulk and weight. The illusory
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                    . During your turn, you do get to decide when to take the bonus action after youâve taken the Attack action. This sort of if-then setup appears in many of the gameâs rules. The âifâ must be satisfied before the âthenâ comes into play.
                                                
                                            
                                                
                                                    Shield Master The Shield Master feat lets you shove someone as a bonus action if you take the Attack action. Can you take that bonus action before the Attack action? No. The bonus action provided by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Glamoured Studded Leather Armor (studded leather), rare While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armorâs command word and cause the armor to
                                                
                                            
                                                
                                                     assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the
                                                
                                            
                                                
                                                     Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     skill. When that skill is used for an ability check, it is usually used with Dexterity. Under certain circumstances, you can decide a characterâs proficiency in a skill can be applied to a different
                                                
                                            
                                                
                                                     ability check. For example, you might decide that a character forced to swim from an island to the mainland must succeed on a Constitution check (as opposed to a Strength check) because of the distance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     column suggests an appropriate bonus based on the itemâs rarity. Attunement Decide whether the item requires a character to be attuned to it to use its properties. Use these rules of thumb to help you
                                                
                                            
                                                
                                                     decide: If having all the characters in a party pass an item around to gain its lasting benefits would be disruptive, the item should require attunement. If the item grants a bonus that other items
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the
                                                
                                            
                                                
                                                     Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     canât decide what to do on your turn, consider taking the Dodge or Ready action, as described in "Actions in Combat." Bonus Actions Various class features, spells, and other abilities let you take an
                                                
                                            
                                                
                                                    Your Turn On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed â sometimes called your walking speed â is
                                                
                                            
                                        






