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                        Returning 35 results for 'designed instance are bonus'.
                    
                
                        
                            
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                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     was designed for.
No two autognomes are necessarily made of the same materials; magic is what gives them their intelligence. Most autognomes are programmed to obey the following three directives
                                                
                                            
                                                
                                                     distinguish between species; if an autognome sees a group of adults battling a lunar dragon wyrmling, for instance, it would come to the wyrmling's defense.Poison
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     out across the world.
Numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, some forest-dwelling peoples capture girallons and train them to serve as sentinels
                                                
                                            
                                                
                                                     keep a girallon must always be wary, however, because the creature could revert to its predatory nature at any time.Aggressive. As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.
                                                
                                            
                                        
                                                     Magic Items
                                                    Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you.
Random Properties. A docent has the following properties:
Languages. The docent knows Common, Giant, and 1d4
                                                
                                            
                                                
                                                     additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.
Skills. The docent has a +7 bonus to
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , or crumbling ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade pursuit, while strategically designed choke points allow them to
                                                
                                            
                                                
                                                     points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ’s lair is a maze of twisting tunnels, interconnected caverns, or crumbling ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade
                                                
                                            
                                                
                                                     pursuit, while strategically designed choke points allow them to harry enemies with repeated ambushes. Emerald dragons frequently lay traps and alarms at the entrance points to their lairs, with older
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                    Ethereal Jaunt. As a bonus action, a xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Poison Stinger. The xill injects poison into one creature it hit with its
                                                
                                            
                                                
                                                     damage.Deep within the Ethereal Plane are the demiplanes, miniatures worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm
                                                
                                            
                                        
                                                    Alter Self
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell
                                                
                                            
                                                
                                                     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.
                                                
                                            
                                        
                                                    Proficiency Bonus
                                                    
    
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                                                     Rules
                                                    
                                                    
                                                
                                            
                                                     multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence
                                                
                                            
                                                
                                                    Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability
                                                
                                            
                                        
                                                     Feats
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
                                                
                                            
                                                
                                                    You’ve manifested some of the power of chromatic dragons, granting you the following benefits:
Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it
                                                
                                            
                                        
                                                    Spell Scroll
                                                    
    
        Legacy
    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ’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
                                                
                                            
                                                
                                                     spell affects a random location within the spell’s range.
4
The spell’s effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonderuses the Domestic Wonder stat block. The wonder is an ally to you
                                                
                                            
                                                
                                                     hours or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it is wound again.
Bonus Actions
Chime
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
                                                    
                                                
                                            
                                                    NPCs with Companions Companion creatures are designed to accompany player characters on adventures. If an NPC has a pet or creature servant, it’s recommended you use the creature’s normal stat block
                                                
                                            
                                                
                                                    . For instance, if an NPC ranger has an owlbear they work with, that creature would use the normal owlbear stat block and be played by the GM as normal. But if the characters are charged with rescuing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     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 expertise.
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
                                                
                                            
                                                
                                                    Gift of the Chromatic Dragon You’ve manifested some of the power of chromatic dragons, granting you the following benefits: Chromatic Infusion. As a bonus action, you can touch a simple or martial
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Appendix B: Character Names Some players and DMs have a knack for coming up with character names on the fly, while others find that task more of a challenge. The tables in this appendix are designed
                                                
                                            
                                                
                                                     determine a name. Even though names are associated with races in this appendix, a character might not have a name from their own race. For instance, a half-orc might have grown up among dwarves and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make
                                                
                                            
                                                
                                                    Proficiency Bonus Characters have a proficiency bonus determined by level, as detailed in "Step-By-Step Characters." Monsters also have this bonus, which is incorporated in their stat blocks. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History
                                                
                                            
                                                
                                                    Proficiency Bonus Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Character Advancement The Levels of Undermountain table lists the dungeon’s levels and the character levels for which they’re designed. It’s okay for characters to enter a dungeon level that’s
                                                
                                            
                                                
                                                     designed for a higher-level party; the encounters there will be more dangerous and taxing, but characters can retreat if things get too rough. Characters can also leave Undermountain, adventure elsewhere
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    , adventures in a shared campaign are designed to take either 2 hours or 4 hours. In each hour of play, assume the characters can complete the following: Three or four simple combat encounters, or one or
                                                
                                            
                                                
                                                     can be different for each group. For more narrative adventures, try to focus on simple but flexible encounters or events. For instance, an adventure requires the characters to protect a high priest of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     bypassing or disabling traps are all part of exploration.
 Not everything in your world needs to be explored painstakingly. For instance, you might gloss over an unimportant journey by telling the
                                                
                                            
                                                
                                                    
 all sorts of unusual environments  
 Maps designed for use with miniatures (see “Miniatures” in this chapter) tend to be player facing, revealing nothing that would spoil the adventure.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
                                                    
                                                
                                            
                                                    Action-Oriented Creatures The solo and leader creatures presented in this book are designed to be bosses: enemies who can take on an entire party by themselves or with a handful of underlings. Rather
                                                
                                            
                                                
                                                     opportunities to act and move when it’s not their turn. Thus, each action-oriented creature has at least one special bonus action and reaction, as well as a special section with villain actions that let them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     bonus action. For instance, if you cast a second spell using Action Surge, you aren’t limited to casting a cantrip with it. Does the rule on casting a bonus action spell apply when you take a bonus
                                                
                                            
                                                
                                                    , such as healing word, with a bonus action, you can cast another spell with your action, but that other spell must be a cantrip. Keep in mind that this particular limit is specific to spells that use a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Combat Robot Combat robots are designed for security or military action. They make able sentries and are usually programmed to take intruders prisoner before resorting to lethal force. Combat robots
                                                
                                            
                                                
                                                     are clearly designed to intimidate, while others offer canned, upbeat platitudes in pleasant tones even while subduing opponents. Combat Robot Medium Construct, Typically Lawful Neutral
 Armor Class
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this
                                                
                                            
                                                
                                                     making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
 Spell attack modifier = your proficiency bonus + your Wisdom modifier
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     Dexterity modifier. Natural Armor: 10 + your Dexterity modifier + your natural armor bonus. This is a calculation method typically used only by monsters and NPCs, although it is also relevant to a druid
                                                
                                            
                                                
                                                     calculations, such as a monk’s Unarmored Defense, prohibit the use of a shield. Once you have your base AC, it can be temporarily modified by situational bonuses and penalties. For instance, having half
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
                                                    
                                                
                                            
                                                    Minions A minion is a weak foe, designed to allow GMs to create dramatic combat encounters with hordes of enemies without overwhelming the characters. In fact, an encounter with minions makes
                                                
                                            
                                                
                                                     uncomplicated. Minions act quickly. They don’t multiattack, roll for damage, or take unique bonus actions or reactions, so their turns aren’t long. Minions die fast. A character can kill several minions with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     instance, if you gain a level in cleric and choose the War Domain, you do benefit from the Bonus Proficiencies feature, even if cleric isn’t your first class. Can a barbarian/cleric use spiritual
                                                
                                            
                                                
                                                     if you multiclass. For instance, if you’re a 4th-level multiclass character, you haven’t yet received the Ability Score Improvement feature because you haven’t attained 4th level in one of your classes
                                                
                                            
                                        
                                                     Weapon Property
                                                    
                                                    
                                                
                                            
                                                    An Armor-Piercing weapon is a Melee weapon designed to punch through armor or thick hide. When you make an attack roll using an Armor-Piercing weapon, you gain a +1 bonus to the attack roll if your target is wearing armor or has an Armor Class of 18 or higher.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                     properly, but a design flaw can cause an autognome to go rogue, forget its orders, and wander Wildspace doing anything except what it was designed for. No two autognomes are necessarily made of the same
                                                
                                            
                                                
                                                     battling a lunar dragon wyrmling, for instance, it would come to the wyrmling’s defense. Autognome
 Small Construct, Any Alignment
 Armor Class 16 (natural armor)
 Hit Points 39 (6d6 + 18)
 Speed 20
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this
                                                
                                            
                                                
                                                     making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     can’t 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
                                                
                                            
                                                
                                                     additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     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 additional action on your turn called a bonus
                                                
                                            
                                                
                                                     action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     and effects. Described below are a few of the general purposes a trap might have. Use them to inspire the creation of your own traps. Alarm. An alarm trap is designed to alert an area’s occupants of
                                                
                                            
                                                
                                                     intruders. It might cause a bell or a gong to sound. This type of trap rarely involves a saving throw, because the alarm can’t be avoided when the trap goes off. Delay. Some traps are designed to slow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    ; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. 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.
                                                
                                            
                                        






