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Returning 35 results for 'distract intensity are bonus'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
destroyed.
Light Intensity. Any creature that starts its turn within 10 feet of the illuminated golem and can see the golem must succeed on a DC 17 Wisdom saving throw or be blinded until the start of
, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re
carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attack rolls, ability checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all
Magic Items
Baldur’s Gate: Descent into Avernus
have disadvantage on attack rolls made within the weapon’s radius of bright light.
As a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot
radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.
Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor
Adult Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at
valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real
Ancient Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw
seekers and distract them from where the real treasure is hidden.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Searing Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during the
spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Searing Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during the
spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
wearing or carrying, to an unoccupied space it can see within 120 feet of itself.
Bonus Actions
Shift Radiance. The archon reduces its Illumination to shed only dim light in a 5-foot radius, or it returns the light to full intensity.
Dmitry Burmak
Bonus +2
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 11
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
wearing or carrying, to an unoccupied space it can see within 120 feet of itself.
Bonus Actions
Shift Radiance. The archon reduces its Illumination to shed only dim light in a 5-foot radius, or it returns the light to full intensity.
Dmitry Burmak
Bonus +2
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 11
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
or die fighting. Samurai Features Fighter Level Feature 3rd Bonus Proficiency, Fighting Spirit (5 temp. hp) 7th Elegant Courtier 10th Tireless Spirit, Fighting Spirit (10 temp. hp) 15th Rapid
Strike, Fighting Spirit (15 temp. hp) 18th Strength before Death Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
or die fighting. Samurai Features Fighter Level Feature 3rd Bonus Proficiency, Fighting Spirit (5 temp. hp) 7th Elegant Courtier 10th Tireless Spirit, Fighting Spirit (10 temp. hp) 15th Rapid
Strike, Fighting Spirit (15 temp. hp) 18th Strength before Death Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, unravel lies, and poke fun at self-important figures of authority. Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, unravel lies, and poke fun at self-important figures of authority. Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. Level 3: Bonus Proficiencies You gain proficiency with three skills of your choice. Level 3
: Cutting Words You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, unravel lies, and poke fun at self-important figures of authority. Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. Level 3: Bonus Proficiencies You gain proficiency with three skills of your choice. Level 3
: Cutting Words You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, unravel lies, and poke fun at self-important figures of authority. Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
you cast it again. Kinetic Jaunt 2nd-Level Transmutation Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You magically empower your movement with dance
Components: V Duration: Instantaneous You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
you cast it again. Kinetic Jaunt 2nd-Level Transmutation Casting Time: 1 bonus action Range: Self Components: S Duration: Concentration, up to 1 minute You magically empower your movement with dance
Components: V Duration: Instantaneous You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. Agile Strikes. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can
make one Unarmed Strike as part of that action, Bonus Action, or Reaction. Bardic Damage. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Student of War At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. Know Your
Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Student of War At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. Know Your
Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. Agile Strikes. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can
make one Unarmed Strike as part of that action, Bonus Action, or Reaction. Bardic Damage. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
can’t use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Languages. You can speak, read, and write
their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
can’t use it again until you finish a short or long rest. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Languages. You can speak, read, and write
their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hand Legerdemain When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make
the same turn. Level 13: Versatile Trickster You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hand Legerdemain When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make
the same turn. Level 13: Versatile Trickster You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
one bonus action on your turn. If you have two or more ways to use a bonus action, you must choose which one (if any) you want to employ on your turn. If you use the Help action to distract a foe, do
first turn ends (remember that being unable to take an action also means you can’t take a bonus action). In effect, a surprised creature skips its first turn in a fight. Once that turn ends, the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
one bonus action on your turn. If you have two or more ways to use a bonus action, you must choose which one (if any) you want to employ on your turn. If you use the Help action to distract a foe, do
first turn ends (remember that being unable to take an action also means you can’t take a bonus action). In effect, a surprised creature skips its first turn in a fight. Once that turn ends, the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families
XP) Proficiency Bonus +4
Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.
Psychic Engine. When the duergar suffers a critical hit or is reduced
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families
XP) Proficiency Bonus +4
Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.
Psychic Engine. When the duergar suffers a critical hit or is reduced
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dexterity modifier (your choice) and Proficiency Bonus. Level 3: Student of War You gain proficiency with one type of Artisan’s Tools of your choice, and you gain proficiency in one skill of your
choice from the skills available to Fighters at level 1. Level 7: Know Your Enemy As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dexterity modifier (your choice) and Proficiency Bonus. Level 3: Student of War You gain proficiency with one type of Artisan’s Tools of your choice, and you gain proficiency in one skill of your
choice from the skills available to Fighters at level 1. Level 7: Know Your Enemy As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Door 9 Dominate Person, Modify Memory
Level 3: Invoke Duplicity As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied
illusion’s space, but you must use your own senses. Distract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Door 9 Dominate Person, Modify Memory
Level 3: Invoke Duplicity As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied
illusion’s space, but you must use your own senses. Distract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that