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Returning 35 results for 'present action and his cunning'.
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presence action and his cunning
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Magic Items
Dungeon Master’s Guide
You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving
Classes
Player’s Handbook
1d6
2
+2
Cunning Action
1d6
3
+2
Rogue Subclass, Steady Aim
2d6
4
+2
Ability Score Improvement
2d6
5
+3
Cunning Strike, Uncanny Dodge
3d6
6
+3
Expertise
3d6
, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8 GP; or (B) 100 GP
Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They
Magic Items
Dungeon Master’s Guide
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the
, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).
When the time runs out or
Spells
Player’s Handbook
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet
of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone
Magic Items
Dungeon Master’s Guide
a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In
Monsters
Tales from the Yawning Portal
flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
Channel Divinity: Turn Undead. As an action, Erky may present his holy symbol and speak a prayer censuring the undead. Each undead
Gnome Cunning. Erky has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting. Erky is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save
Monsters
Tyranny of Dragons
Cunning Action. Jamna can take a bonus action to take the Dash, Disengage, or Hide action.
Gnome Cunning. Jamna has advantage on Intelligence, Wisdom, and Charisma saving throws against magic
Monsters
Mythic Odysseys of Theros
use a combination of cunning, faith, and magic to defend their coastal home. Most of these skilled soldiers serve in the Reverent Army, the defenders of Meletis, which uses an array of proven strategies
typically work in groups and use coordinated tactics to win victories.
The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider
Magic Items
Tasha’s Cauldron of Everything
, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don’t have total cover from you, the bells ring softly, their tone indicating the creature types present.
As an action, you can expend 1 charge to cast protection from evil and good.
regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials
Monsters
Dragons of Stormwreck Isle
criminal, but he has since devoted himself to the study of herbs and medicine. He is usually unarmed, but he keeps several daggers hidden in his cell (in area A1 of Dragon’s Rest).Cunning Action. Tarak takes the Dash, Disengage, or Hide action.
Monsters
The Wild Beyond the Witchlight
as an action. Bavlorna can have no more than eight lornlings in existence at a time.
Spellcasting. Bavlorna casts one of the following spells, requiring no material components and using Intelligence
Endelyn, Bavlorna is called Slack-jawed Lorna because her wide mouth is prone to hang agape. Flies flit in and out of it. She is the hag of the present, the here and now, the moment to moment. Those
Monsters
Tomb of Annihilation
Cunning Action. On each of his turns, Orvex can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Orvex deals an extra 7 (2d6);{"diceNotation":"2d6","rollType
Monsters
Baldur’s Gate: Descent into Avernus
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
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
Monsters
Eberron: Rising from the Last War
Brave. You have advantage on saving throws against being frightened.
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Halfling
Monsters
Out of the Abyss
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6);{"diceNotation":"2d6","rollType
Monsters
Guildmasters’ Guide to Ravnica
Cunning Action. On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.
Innate Spellcasting (Psionics). The thought spy's innate spellcasting ability
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. Samara can move through the space of a Medium or larger creature.
Brave. Samara has advantage on saving throws against being frightened.
Cunning Action. On each of its turns, the
spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll","rollAction":"Sneak Attack
Monsters
Storm King's Thunder
Cunning Action. On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action.Shortsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Backgrounds
Spelljammer: Adventures in Space
gravity isn’t present, the following rules apply:
Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed (either naturally or
provided by magic) has disadvantage on the attack roll unless the weapon deals piercing damage.
Movement. A creature can use an action to push off something heavier than itself and move up to its walking
Monsters
Out of the Abyss
Cunning Action. On each of her turns, Khalessa can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Khalessa deals an extra 7 (2d6);{"diceNotation":"2d6
Monsters
Acquisitions Incorporated
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6);{"diceNotation":"2d6
Monsters
Baldur’s Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action.
Dagger Thrower. Nine-Fingers adds double her proficiency bonus to the
Magic Items
Curse of Strahd
charges for the following properties. It regains 1d6 + 4 charges daily at dawn.
Hold Vampires. As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power
end of each of its turns to end the effect on itself.
Turn Undead. If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using
Monsters
The Wild Beyond the Witchlight
will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
Monsters
Mordenkainen Presents: Monsters of the Multiverse
):
At will: commune with nature (as an action), meld into stone, stone shape
1/day: Otto's irresistible danceKorreds are secretive creatures that have strong ties to earth and stone. They prefer to
than a korred. Korreds can seemingly smell veins of metal and gems. A korred on the surface can feel the rise and fall of bedrock under the earth and where caves are present, and underground it knows
Monsters
The Wild Beyond the Witchlight
Cunning Action. On each of her turns, Raezil can use a bonus action to take the Dash, Disengage, or Hide action.
Fey Ancestry. Raezil has advantage on saving throws against being charmed, and magic
Monsters
Tales from the Yawning Portal
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Duergar Resilience. The spy has advantage on saving throws against poison, spells
Monsters
Waterdeep: Dragon Heist
degrees Fahrenheit.
While the silver fire is present, she has the following additional action options:
Cast the cure wounds spell. The target regains 1d8 + 5;{"diceNotation":"1d8+5","rollType
until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends:
She can breathe underwater.
She can survive without food and water
Monsters
Storm King's Thunder
Divine Eminence. As a bonus action, Elister can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction
increases by 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Divine Eminence"} for each level above 1st.
Gnome Cunning. He has advantage on all Intelligence, Wisdom, and Charisma saving
Spells
Elemental Evil Player's Companion
direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the
flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
each other, resembling a tent
9
Worthless coin with a bite mark in it
10
Chalk or charcoal sketch of a domino mask
Cunning Action. The thief takes the Dash, Disengage, or Hide action.