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Returning 35 results for 'distant instead are bonus'.
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distance instead are bonus
distinct instead are bonus
Equipment
, you must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Proficiency with a Light Hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
Equipment
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Equipment
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Proficiency with a Sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Equipment
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Proficiency with a Scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
Spells
Player’s Handbook
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you
Magic Items
Dungeon Master’s Guide
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield’s normal bonus to AC.
Whenever an attacker makes a ranged
attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
Magic Items
Dungeon Master’s Guide
damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.
Curse. Once you don this cursed armor, you can’t doff it unless you
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor’s clawed gauntlets allow your Unarmed Strike;Unarmed Strikes to deal 1d8 Slashing
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.
When you use this weapon to attack a creature that
creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the
Equipment
to prove they’re worthy to wield it.
Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Magic Items
Dungeon Master’s Guide
+2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear
Feats
Player’s Handbook
reduced to 0 Hit Points, you can drop to 1 Hit Point instead and regain a number of Hit Points equal to half your Hit Point maximum. Once you use this benefit, you can’t use it again until you
finish a Long Rest.
Recover Vitality. You have a pool of ten d10s. As a Bonus Action, you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll’s total. You regain all the expended dice when you finish a Long Rest.
Magic Items
Dungeon Master’s Guide
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
.
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
Monsters
Monster Manual
Bonus Action on its turn, not both. Success: Half damage only. 5: Enervation Ray. Constitution Saving Throw: DC 16. Failure: 13 (3d8);{"diceNotation":"3d8", "rollType":"damage", "rollAction
has the Petrified condition instead of the Restrained condition. 9: Disintegration Ray. Dexterity Saving Throw: DC 16. Failure: 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction
Monsters
Monster Manual
either an action or a Bonus Action on its turn, not both. Success: Half damage only.
Enervation Ray. Constitution Saving Throw: DC 17. Failure: 16 (3d10);{"diceNotation":"3d10", "rollType":"damage
. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Disintegration Ray. Dexterity Saving Throw: DC 17. Failure: 36 (8d8);{"diceNotation":"8d8", "rollType":"damage
Magic Items
Dungeon Master’s Guide
its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
, 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
01–50
You cast a random spell determined by
Magic Items
Dungeon Master’s Guide
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
Temporary Hit Points daily at dawn until you die.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.
Throne. You gain proficiency and Expertise in
Magic Items
Stranger Things: Welcome to the Hellfire Club
Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Weapon Properties: Finesse, Light, Thrown (Range 20/60)
You can take a Bonus Action to magically coat the blade of this Dagger with poison. The poison remains for 1 minute or until an attack using
Monsters
Eberron: Forge of the Artificer
the target has the Frightened condition until the start of the mindkiller’s next turn. If the target is already Frightened, it instead takes an extra 10 (3d6);{"diceNotation":"3d6
following on each of its turns: move, take an action, or take a Bonus Action. Success: Half damage only.Mindkillers are the assassins of the Dreaming Dark, sent to terrify their foes before striking
Feats
Eberron: Forge of the Artificer
.
Improved Intuition. When you use the Ever Hospitable benefit of your Mark of Hospitality feat, you can roll 1d6 instead of 1d4.
Improved Hospitality. When you cast Purify Food and Drink, you can modify the
spell so that instead of its normal effect, each creature of your choice within 30 feet of you is refreshed. Each affected creature’s Exhaustion level is reduced by 1, and the creature gains
Feats
Eberron: Forge of the Artificer
your Mark of Warding feat, you can roll 1d6 instead of 1d4.
Improved Warding. When a creature makes an attack roll against you or a creature you can see within 30 feet of yourself, you can take a
Reaction to impose Disadvantage on that roll. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Feats
Forgotten Realms: Heroes of Faerûn
Origin Feat
You gain the following benefits.
Dragon’s Tongue. You know Draconic. If you already know Draconic when you select this feat, you instead learn one language of your choice from the
target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. If the target succeeds on the save or
Feats
Eberron: Forge of the Artificer
Fortitude. When you use the Aberrant Fortitude benefi t of your Aberrant Dragonmark feat, you can roll 1d6 instead of 1d4. You also now regain your use of Aberrant Fortitude whenever you fi nish a Short or
number of times equal to your Proficiency Bonus, and you regain all expended uses when you fi nish a Long Rest.
Feats
Eberron: Forge of the Artificer
Intuition. When you use the Medical Intuition benefit of your Mark of Healing feat, you can roll 1d6 instead of 1d4.
Improved Healing. You can now use the Healing Touch benefit of your Mark of Healing
feat to cast Cure Wounds without using a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Additionally, when you cast Cure
Feats
Eberron: Forge of the Artificer
Intuition. When you use the Wild Intuition benefit of your Mark of Handling feat, you can roll 1d6 instead of 1d4.
Improved Handling. While you are mounted, immediately after you hit a target within 5
, you exert command over one Beast or Monstrosity you can see within 30 feet of yourself. The target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have
Feats
Eberron: Forge of the Artificer
hit by the attack instead. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
Spells of the Mark. If you have the
Magic Items
Forgotten Realms: Heroes of Faerûn
a successful save, the wonder drops to 1 Hit Point instead.
Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder’s unique key for 1
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
Goblin Boss
Legacy
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Monsters
Monster Manual (2014)
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage
the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.
Magic Items
Phandelver and Below: The Shattered Obelisk
affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.
Mind Crystal (Distant);Distant (Uncommon). If the spell has a range of 5 feet or more and
saving throw it makes against the spell.
Mind Crystal (Quickened);Quickened (Rare). You change the spell’s casting time to 1 bonus action for this casting.
Mind Crystal (Subtle);Subtle (Common). You cast the spell without any somatic or verbal components for this casting.
Magic Items
Bigby Presents: Glory of the Giants
, or poison. You have resistance to the chosen damage type until you finish another long rest.
Invoking the Runes. As a bonus action, you can invoke the gauntlets’ runes and summon two enormous
spectral fists that envelop the gauntlets and mimic your hand motions. The fists can also launch themselves to strike distant opponents, returning immediately to your space after they hit or miss
Spells
Tasha’s Cauldron of Everything
appear on your back, giving you a flying speed of 40 feet.
You have a +2 bonus to AC.
All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability
modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have
Backgrounds
The Book of Many Things
stumbled across a Deck of Many Things and drawn a card with a potent, positive effect. Or maybe you inherited a modest fortune from a distant relative you didn’t know you had.
Regardless, you
family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life.
Monsters
Bigby Presents: Glory of the Giants
embark on adventures to create their own legends. These wanderers use their magic for trickery and disguise to emulate Diancastra.
Firbolgs
Distant cousins of giants, the first firbolgs wandered the
firbolg.
As a bonus action on later turns, the firbolg can move the illusion up to 30 feet and can then swap places with it.
Clay Golem
Legacy
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Monsters
Basic Rules (2014)
Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Berserk. Whenever the golem starts its
":"recharge","rollAction":"Haste"}. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Defender
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to






