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                        Returning 35 results for 'doesn intensity are bonus'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the
                                                
                                            
                                                
                                                     cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll
                                                
                                            
                                                
                                                     1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
1d10
Behavior for the Turn
1
The target doesn’t take an action, and it
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn’t
                                                
                                            
                                                
                                                     move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Proficiency with a Light Crossbow 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
                                                
                                            
                                                
                                                     creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Regeneration. The revenant regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn’t function at the start of its next turn. Its
                                                
                                            
                                                
                                                     body is destroyed only if it starts its turn with 0 Hit Points and doesn’t regenerate.
Undead Restoration. If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range
                                                
                                            
                                                
                                                    .
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Proficiency with a Whip 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 must
                                                
                                            
                                                
                                                     have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Proficiency with a Longbow 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
                                                
                                            
                                                
                                                     hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Proficiency with a Musket 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
                                                
                                            
                                                
                                                     hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    
Immunities Psychic
Senses Darkvision 60 ft.; Passive Perception 10
Languages Deep Speech, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Regeneration
                                                
                                            
                                                
                                                     emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain.
Gibbering. The mouther babbles incoherently while it doesn’t have the Incapacitated
                                                
                                            
                                                
                                                    ", "rollAction":"Gibbering"} to determine what it does during the current turn:
1–4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ;Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby (Air Only). The spirit doesn’t provoke Opportunity Attack;Opportunity Attacks when it flies out of an
                                                
                                            
                                                
                                                     the ally doesn’t have the Incapacitated condition.
Water Breathing (Water Only). The spirit can breathe only underwater.
Actions
Multiattack. The spirit makes a number of Rend attacks equal
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Proficiency with a Sling 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 must
                                                
                                            
                                                
                                                     have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Proficiency with a Club 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 must
                                                
                                            
                                                
                                                     have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Proficiency with a Javelin 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
                                                
                                            
                                                
                                                     hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     your own hand.
The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn’t occupy its space.
When you cast
                                                
                                            
                                                
                                                     the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5 feet of it
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     None (XP 0; PB equals your Proficiency Bonus)
Traits
Death Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your
                                                
                                            
                                                
                                                     Darkness doesn’t impede the spirit’s Darkvision.
Magic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.
Actions
Multiattack. The spirit
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.
Lightning Strike. You can
                                                
                                            
                                                
                                                    This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be
                                                
                                            
                                                
                                                     burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    .
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only
                                                
                                            
                                                
                                                     +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.
Magic prevents the
                                                
                                            
                                                
                                                     Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     blood. If the sword doesn’t taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes
                                                
                                            
                                                
                                                    .
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
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
                                                
                                            
                                                
                                                     wielder doesn’t share this goal.
Destroying Whelm. Whelm can be dissolved in the acidic bile of a recently slain ancient black dragon. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
                                                
                                            
                                                
                                                    , as though accustomed to being obeyed.The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     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
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                    , and Slashing from Nonmagical AttacksShift Radiance. The archon reduces its Illumination to shed only dim light in a 5-foot radius, or it returns the light to full intensity.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     on attack rolls against that target until the end of her next turn.
Tactical Leadership. As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn’t
                                                
                                            
                                                
                                                    Cunning Action. On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action.
Focus. If Rilsa damages a creature with a weapon attack, she gains advantage
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the
                                                
                                            
                                                
                                                     orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    , eat, or drink, and it doesn’t age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb
                                                
                                            
                                                
                                                     must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn’t need to breathe
                                                
                                            
                                        
                                                     Magic Items
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
The armor improves your combat readiness, granting you a +5 bonus to
                                                
                                            
                                                
                                                     initiative as long as you aren’t incapacitated.
The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
The armor doesn’t impose disadvantage on saving throws made
                                                
                                            
                                        






