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Returning 20 results for 'discerns impart are bonus'.
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Monsters
Guildmasters’ Guide to Ravnica
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3/day each: charm person, hold person, mirror image, sleep
1/day each: gaseous form, major image
Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus
","rollDamageType":"psychic"} psychic damage, and the vampire discerns the target’s surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Discern Lie. The drow discerns when a creature in earshot speaks a lie in a language the drow knows.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can&rsquo
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
Discern Lie. The drow discerns when a creature in earshot speaks a lie in a language the drow knows.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can&rsquo
", "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
The Wild Beyond the Witchlight
Superior Invisibility. As a bonus action, Sir Talavar can magically turn invisible until his concentration ends (as if concentrating on a spell). Any equipment Sir Talavar wears or carries is
of its turns to determine its behavior during the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The
Project Image
Legacy
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Spells
Basic Rules (2014)
, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action
(Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Spells
Xanathar's Guide to Everything
frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on
spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
feats
You know hedge remedies and hexes passed down through Old Ways teachings, and you can impart them into small wicker charms you weave. You gain the following benefits.
Old Blessing. You can cast the
plus your Proficiency Bonus and the ability modifier you chose for Old Blessing). You can only have one Twisted Hex charm at a time. If you make a new one, the previous one loses its magic.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you
) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you
) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement
dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the vampire has disadvantage on attack rolls, as well as on
disadvantage if the vampire has previously consumed the target’s blood. On a failed save, the target takes 28 (8d6) psychic damage, and the vampire discerns the target’s surface emotions and thoughts. On
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
., passive Perception 20
Languages Elvish, Undercommon
Challenge 14 (11,500 XP) Proficiency Bonus +5
Discern Lie. The drow discerns when a creature in earshot speaks a lie in a language the drow knows
only), silence, suggestion, true seeing
Bonus Actions
Spectral Dagger (Recharges after a Short or Long Rest). The drow conjures a floating, spectral dagger within 60 feet of itself. The drow can
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary mental anguish and violent
, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Challenge 5 (1,800 XP) Proficiency Bonus +3
Incorporeal
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
(Insight) check discerns only that Windfall is concealing information. Windfall Medium Humanoid (Tiefling, Bard), Chaotic Evil
Armor Class 19 (studded leather armor)
Hit Points 323 (34d8 + 170
darkvision 60 ft., passive Perception 21
Languages Common, Draconic, Infernal
Challenge 23 (50,000 XP) Proficiency Bonus +7
Dazzling Visage. A brilliant array of chromatic colors emanates from
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
discerns a specific element hidden within the chaotic sketches. A character who has proficiency in Nature can add twice their proficiency bonus to the check. The specific elements include the following
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
depth (usually 10 feet, but some pits are deeper). Hidden Pit. This pit has a cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns
attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
seconds to impart its psychic images. Once a crystal imparts its psychic scene, it must recharge on a shelf for 24 hours before it can do so again. A character who examines the crystals and succeeds on
results. There are 40 crystals in this room, though many of the older crystals impart the same scenes. Crystal Images d20 Image 1 A mind flayer holding a disembodied head chants over a large pool
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
underwater, its walking speed is 0 feet, and its swimming speed is 40 feet. It has a +4 bonus to Dexterity (Stealth) checks. It doesn’t have the Constrict action option. C7. Cove Gorge This gorge goes
Talnad’s Charisma (Deception) check discerns that she isn’t telling the whole truth. If the characters follow the merfolk into the gorge, Talnad and Valas lead the group to Allero and then attack. If the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the hand-shaped impressions, the impressions begin to glow as the altars activate. From then on, any creature in the room can use a bonus action to say one of the following words to cause its
the tomb. What Uma Knows. In addition to the history of Bakar (detailed in this adventure’s background), Uma can impart the following information: Amun Sa’s Ghost. Twelve days ago, Uma traveled to the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
inquiries. It doesn’t impart information about the ship or its history, commenting that it’s unauthorized to answer such questions. Treasure. Two healer’s kits are mounted on the walls of this room. The
reels, and dials for navigating the data on the inserted microform. A character who examines a microfilm reader and succeeds on a DC 15 Intelligence (Investigation) check discerns how to use it. The






