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                        Returning 35 results for 'drop into are bonus'.
                    
                
                        
                            
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                                                     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
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and
                                                
                                            
                                                
                                                     saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 Hit Points or if you and the target become
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    :
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn
                                                
                                            
                                                
                                                     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.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
                                                
                                            
                                                
                                                    While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
                                                
                                            
                                                
                                                     attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The fl ames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.
Luring Song
                                                
                                            
                                                
                                                    . The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is incapacitated.
While charmed by the matriarch, a
                                                
                                            
                                        
                                                     Magic Items
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     making the wearer less likely to drop or lose anything held in the hand the ring is on. The wearer receives a +4 bonus to saving throws or checks made to avoid dropping or being disarmed of any item held in that hand.
                                                
                                            
                                                
                                                    You gain a +1 bonus to AC and saving throws while wearing this ring.
The ring is made from a single piece of mystical green glass that’s stronger than steel. It has the added property of
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    :
You gain a +2 bonus to attack and damage rolls made with it.
When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or
                                                
                                            
                                                
                                                     drop to 0 hit points.
You can’t be surprised by orcs while you’re not incapacitated. You are also aware when orcs are within 120 feet of you and aren’t behind total cover, although
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    This wand is shaped like a drop spindle wrapped in red thread. The wand has 6 charges that can be used for the following properties:
Battle Foreknowledge. When you roll initiative, you can expend 1
                                                
                                            
                                                
                                                     charge to add or subtract your proficiency bonus from the total roll.
Doom Foretold. As an action, you can expend 2 charges to target a creature within 30 feet of yourself and invoke that creature
                                                
                                            
                                        
                                                     Magic Items
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     spell, but you can use a bonus action to revert to your normal form.
Curse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse
                                                
                                            
                                                
                                                     make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    .
Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours.
Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no
                                                
                                            
                                                
                                                     the next 8 hours, you can add your proficiency bonus to your initiative rolls.
Day. You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest.
Destiny. This card protects
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     gold-chased shelves.
Clifftop Path. A second exit from the cave allows the dragon quick access to the lair and leads to a narrow path bordered on the right by a sheer 50-foot drop and on the left by
                                                
                                            
                                                
                                                     dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    -foot drop and on the left by a cliff wall just as steep and devoid of hand- or footholds. The dragon has festooned this path with tripwire alarms and minor booby traps.
Islands. Three small islands
                                                
                                            
                                                
                                                     transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
                                                
                                            
                                        
                                                    Heat Metal
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
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 object, it has disadvantage
                                                
                                            
                                        
                                                    Warding Bond
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and
                                                
                                            
                                                
                                                     saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become
                                                
                                            
                                        
                                                    Flame Tongue
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    . While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
                                                
                                            
                                                
                                                    You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet
                                                
                                            
                                        
                                                    Sword Wraith Commander
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    Martial Fury. As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Martial Fury","rollDamageType
                                                
                                            
                                                
                                                     it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                    Sea Hag
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
Illusory Appearance. The hag covers herself and anything she is wearing or
                                                
                                            
                                                
                                                     carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
The changes
                                                
                                            
                                        
                                                    Sea Hag (Coven Variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 13, and the spell attack bonus is +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
                                                
                                            
                                                
                                                     succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
                                                
                                            
                                                
                                                     attacker must make opposed attack rolls, ignoring any sources of Advantage and Disadvantage. If your result is higher and the weapon is something the target can drop, the weapon falls from the target's grasp, landing in its space.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
                                                
                                            
                                                
                                                     attacker must make opposed attack rolls, ignoring any sources of Advantage and Disadvantage. If your result is higher and the weapon is something the target can drop, the weapon falls from the target's grasp, landing in its space.
                                                
                                            
                                        
                                                    Helm of Brilliance
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                    You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
                                                
                                            
                                                
                                                     attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual
                                                
                                            
                                        
                                                     Feats
                                                    Player’s Handbook (2024)
                                                    
                                                
                                            
                                                     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.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     remove it from their grasp. When you take the Attack action on your turn and hit with a Disarming weapon, you can use your Bonus Action later on the same turn to disarm the target. Both you and the
                                                
                                            
                                                
                                                     attacker must make opposed attack rolls, ignoring any sources of Advantage and Disadvantage. If your result is higher and the weapon is something the target can drop, the weapon falls from the target's
                                                
                                            
                                        
                                                    Eye and Hand of Vecna
                                                    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.
You can use an action to cast wish. This property can’t be
                                                
                                            
                                                
                                                    , and you gain the following benefits:
You have truesight.
You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
The eye has 8
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
                                                
                                            
                                                
                                                    Flame Tongue Weapon (Any Melee Weapon), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
                                                
                                            
                                                
                                                    Flame Tongue Weapon (any sword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
                                                
                                            
                                                
                                                    Flame Tongue Weapon (Any Melee Weapon), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
                                                
                                            
                                                
                                                     attuned to. If you’re reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Soul of Artifice 20th-level artificer feature You have developed a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic
                                                
                                            
                                                
                                                     item you are currently attuned to. If you’re reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.  Flame Tongue
                                                
                                            
                                                
                                                    Flame Tongue Weapon (any sword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
                                                
                                            
                                                
                                                     attuned to. If you’re reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
                                                
                                            
                                        





