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                        Returning 21 results for 'detached incense are bonus'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     target takes an extra 1d8 radiant damage.
As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your
                                                
                                            
                                                
                                                     turns, you and any other creatures in the incense each regain 1d4 hit points. This property can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4 + 3 stylized serpents, all brightly colored.
As a bonus
                                                
                                            
                                                
                                                     when you dismiss it (no action required). Once detached, a snake can’t return to the robe. When all of the robe’s snakes have detached, the robe becomes a nonmagical garment.
                                                
                                            
                                        
                                                     Magic Items
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     next dawn.
The shadow (variant);detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible
                                                
                                            
                                                
                                                     consciousness and all its Strength after finishing a short or long rest.
A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                    . Your save DC for this benefit is 8 plus your Wisdom modifier and Proficiency Bonus.
Last Rites. You can enact a 10-minute ritual to prepare the corpse of a Medium or smaller creature, expending at
                                                
                                            
                                                
                                                     least 10 GP worth of incense, oils, linen wraps, or similar trappings. The prepared corpse can’t become Undead.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     + 3 stylized serpents, all brightly colored. As a bonus action on your turn, you can transform one of the robe’s serpents into a giant poisonous snake. The snake instantly falls from the robe
                                                
                                            
                                                
                                                     smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can’t return to the robe. When all of the robe’s snakes have detached, the robe becomes a nonmagical garment.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     not the shadow is snipped, this property of the scissors can’t be used again until the next dawn. The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause
                                                
                                            
                                                
                                                     unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest. A creature whose shadow has detached from it is cursed. If a shadowless creature is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage. As a bonus action, you can speak the command word to cause the flail to emanate
                                                
                                            
                                                
                                                     a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can’t be used again until the next dawn.  Devotee’s Censer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     makes them ideal leaders, and thus deadly rivals to orc war chiefs, who must be wary of orog treachery. Detached Killers. Wanting nothing more than to hack their enemies to pieces, orogs are a
                                                
                                            
                                                
                                                    
  11 (+0)
 
  CHA
  12 (+1)
Skills Intimidation +5, Survival +2
 Senses darkvision 60 ft., passive Perception 10
 Languages Common, Orc
 Challenge 2 (450 XP)
 Aggressive. As a bonus action
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Find Familiar Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual
 Range: 10 feet
 Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
 Duration: Instantaneous
                                                
                                            
                                                
                                                     Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Find Familiar Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual
 Range: 10 feet
 Components: V, S, M (burning incense worth 10+ GP, which the spell consumes)
 Duration: Instantaneous
                                                
                                            
                                                
                                                    . Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     Prismeer will not trust or do business with a known shadowless creature or those who ally themselves with one.
 Characters who met Gleam’s detached shadow in the Witchlight Carnival notice that Gleam’s
                                                
                                            
                                                
                                                     (+3)
 
  CON
  8 (–1)
 
  INT
  1 (–5)
 
  WIS
  10 (+0)
 
  CHA
  1 (–5)
Senses passive Perception 10
 Languages —
 Challenge 0 (10 XP) Proficiency Bonus +2
 Actions
 Sting. Melee
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     to painfully reopen. All the while, baernaloths are disturbingly detached, observing their victims’ agony without emotion. Baernaloth Large Fiend (Yugoloth), Typically Neutral Evil
 Armor Class 17
                                                
                                            
                                                
                                                    
 Condition Immunities charmed, frightened, poisoned
 Senses truesight 120 ft., passive Perception 19
 Languages all, telepathy 120 ft.
 Challenge 17 (18,000 XP) Proficiency Bonus +6
 Legendary
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Semuanya. The candelabrum is worth 25 gp. The silver incense burners on the altar are worth 10 gp each. 13. Vestry Seven carved wooden masks representing crocodile and serpent faces hang from the
                                                
                                            
                                                
                                                     unlit incense burner.
 The key to the chest here lies inside a mask in area 13. Examining the incense burner reveals a small key that unlocks the chest in area 19. Treasure. The carafe, cup, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     bonus action on its first turn in combat, each helmed horror drops its glass lance (which shatters on the floor) and conjures a longsword-sized blade of fire, which appears in its free hand. The helmed
                                                
                                            
                                                
                                                     missing its entire north wall, and what little remains turns to ashes before your eyes. Through the hole, you see two detached sections of the castle floating in the air.
 The gallery itself contains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     card table. Ten wealthy nobles are playing a high-stakes game of Three Dragon Ante. A character can play around by betting 5 gp and making a DC 15 Intelligence check, adding a proficiency bonus if the
                                                
                                            
                                                
                                                     pipeweed; the scent is almost obscured by incense and delicate perfume. If Lord Cassalanter has invited the characters to his home for any reason, he meets them here. If the conversation turns to business
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     Chains ability to attack foes with the chains draping the room. Cages. As a bonus action on its turn, the chain devil can throw a Small or Medium creature restrained by it or by an animated chain into one
                                                
                                            
                                                
                                                     walls are magical traps. Whenever a creature starts its turn in the hallway or uses its movement, action, bonus action, or reaction here, one of the traps in the hallway triggers. When that occurs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     at hand—a weapon that can be employed only by a creature at least as strong and massive as he is. He has a +13 bonus to hit with the weapon, and it deals 28 (3d12 + 9) slashing damage on a hit. His
                                                
                                            
                                                
                                                     that two poisoned darts fire upward from the inside when the lid is opened. Each dart has a range of 30 feet and a +8 bonus to hit. It deals 2 (1d4) piercing damage on a hit and subjects its victim
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
 Scholar’s Pack (40 gp). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of
                                                
                                            
                                                
                                                     doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. Rations. Rations consist of dry foods suitable for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ) Proficiency Bonus +5
 Limited Spell Immunity. The golem automatically succeeds on saving throws against spells of 7th level or lower, and the attack rolls of such spells always miss it.
 Unusual
                                                
                                            
                                                
                                                     Strength (Athletics) check. The cabinet contains twelve sticks of incense (5 gp each), several candles, a bowl of polished stones, and an amethyst pendant inscribed with an open eye (500 gp). The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    . T4. Happy Horse Ranch The Karnveller family raises, trains, sells, and stables horses. Three large buildings stand on their property: a two-story log house with a detached outhouse (the family
                                                
                                            
                                                
                                                     receives a bonus of 25 gp if all caravan goods arrive at the destination. Urlam Stockspool (N male Illuskan human spy), a shrewd, immaculately dressed businessman, runs the caravan company and is a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15
                                                
                                            
                                                
                                                     splint armor (AC 19) and has 18 hit points, a +4 bonus to hit, a +1 bonus to damage, and Strength 15 (+2). These changes raise his challenge rating to 1 (200 XP). When not in combat, Durnn sits on the
                                                
                                            
                                        






