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Returning 35 results for 'starting of inner bonus'.
Meazel
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Shadow Stealth. While in dim light or darkness, the meazel can take the Hide action as a bonus action.Garrote. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the
Magic Items
The Book of Many Things
The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting
focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is determined by the deck’s rarity.
In addition, while you’re holding the deck, you can draw a card
feats
General Feat (Prerequisite: Constitution 13+)
You gain the following benefits.
Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
Inner Fire. Pain bolsters your
resolve. When you take damage, you gain a +1 bonus to saving throws until the end of your next turn. While you are Bloodied, the bonus to saves increases to +2, and you also gain a +1 bonus to attack and damage rolls until the end of your next turn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or
; baleful magic. The curse acts as a beacon; sorrowsworn, Undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart.Shadow Stealth. While in dim light or darkness, the meazel can take the Hide action as a bonus action.
Monsters
Strixhaven: A Curriculum of Chaos
’demi can’t be targeted by any divination magic or perceived through magical scrying sensors, and she adds double her proficiency bonus to Charisma (Deception) checks (included above
starting its turn there must succeed on a DC 13 Dexterity saving throw or be restrained by the tentacles. A creature that starts its turn restrained by the tentacles takes 10 (3d6);{"diceNotation":"3d6
Magic Items
Acquisitions Incorporated
Coin of Decisionry
Starting at rank 2, your coin of decisionry becomes a common magic item. When you flip the coin, it always lands with the Acquisitions Incorporated sigil face down, and a message
powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing
classes
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Club, Handaxe, Gaming Set (chosen for the tool proficiency above), Dungeoneer's Pack, and 31 GP; or (B) 50 GP
Pugilists
snatch victory from the jaws of defeat, even when outarmed and outnumbered. Even when they ultimately fail, Pugilists go down swinging.
Pugilists tap into their inner strength in the form of moxie. This
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
. When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack.Multiattack. Yeenoghu makes three
constantly starting fights in the hope of seeing bloodshed.”
81–00
“I keep trophies from the bodies I have slain, turning them into adornments.”
Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksCold, Fire, Lightning
Monsters
Fizban's Treasury of Dragons
the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble
dragon’s presence, and glow with a soft inner light. The older the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1
classes
Player’s Handbook
, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) 2 Dagger;Daggers, Staff
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
Monsters
Fizban's Treasury of Dragons
vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of
than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the dragon’s presence, and glow with a soft inner light. The older
classes
Player’s Handbook
’s Tools or Musical Instrument
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 5 Dagger;Daggers, Artisan’s Tools or Musical Instrument chosen for the tool
1 features, which are listed in the Monk Features table.
Monk Features
Level
Proficiency Bonus
Class Features
Martial Arts
Focus Points
Unarmored Movement
1
+2
Martial
classes
Player’s Handbook
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is
Monsters
Eberron: Rising from the Last War
bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see.Multiattack. Belashyrra makes two attacks with its claws and uses its Eye Ray once.
Claw. Melee Weapon Attack: +14
places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only
classes
Eberron: Forge of the Artificer
one type of Artisan’s Tools of your choice
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Dagger
Artificer levels (round up).
Artificer Features
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Class Features
Plans Known
Magic Items
Cantrips
Prepared
classes
Player’s Handbook
Light property
Tool Proficiencies
Thieves’ Tools
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, 2 Dagger;Daggers, Shortsword, Shortbow
are listed in the Rogue Features table.
Rogue Features
Level
Proficiency Bonus
Class Features
Sneak Attack
1
+2
Expertise, Sneak Attack, Thieves’ Cant, Weapon Mastery
classes
Player’s Handbook
Shields
Starting Equipment
Choose A or B: (A) Studded Leather;Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP
;
—Spell Slots per Spell Level—
Level
Proficiency Bonus
Class Features
Favored Enemy
Prepared Spells
1
2
3
4
5
1
+2
Spellcasting, Favored Enemy, Weapon Mastery
2
2
2
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before starting this adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses themselves or by rolling
of Magical Notation Silverquill 8 Advanced Arcano-mycology Witherbloom 9 Principles of Warsinging Lorehold 10 Turning Inner Fire into Outer Flames Prismari
classes
Basic Rules (2014)
birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening
chaos of Limbo, or a glimpse into the inner workings of reality.
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant
classes
Basic Rules (2014)
Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings
Level
Proficiency
Bonus
Features
CantripsKnown
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma
modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma
modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus
action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tool Expertise Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Tool Expertise Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
physical location. The Inner Planes exemplify the physical essence and elemental nature of air, earth, fire, and water. The Elemental Plane of Fire, for example, embodies the essence of fire. The
life and matter. The worlds of D&D exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
classes
Player’s Handbook
, Medium, and Heavy armor and Shields
Starting Equipment
Choose A, B, or C: (A) Chain Mail, Greatsword, Flail, 8 Javelin;Javelins, Dungeoneer's Pack, and 4 GP; (B) Studded Leather;Studded Leather
Proficiency Bonus
Class Features
Second Wind
Weapon Mastery
1
+2
Fighting Style, Second Wind, Weapon Mastery
2
3
2
+2
Action Surge (one use), Tactical Mind
2
3
3
+2
classes
Player’s Handbook
: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light, Medium, and Heavy armor and Shields
Starting
Spell Level—
Level
Proficiency Bonus
Class Features
Channel Divinity
Prepared Spells
1
2
3
4
5
1
+2
Lay On Hands, Spellcasting, Weapon Mastery
—
2
2
&mdash
classes
Player’s Handbook
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
classes
Player’s Handbook
: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and Shields
Starting
features, which are listed in the Barbarian Features table.
Barbarian Features
Level
Proficiency Bonus
Class Features
Rages
Rage Damage
Weapon Mastery
1
+2
Rage, Unarmored
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
statistics (other than its size). This 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.