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Returning 35 results for 'barrel both doesn contains remove'.
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Magic Items
Dungeon Master’s Guide
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
Magic Items
Dungeon Master’s Guide
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can take a Magic action to remove the stopper and issue one of three command words, whereupon an
Magic Items
Dungeon Master’s Guide
This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If
, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water
Magic Items
Dungeon Master’s Guide
When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire
, after which it returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle
Spells
Player’s Handbook
’t altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the
might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
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
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
Magic Items
Dungeon Master’s Guide
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
Magic Items
Dungeon Master’s Guide
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate
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
Magic Items
Waterdeep: Dragon Heist
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough
Equipment
A classic design with two loaded barrels, the Double-Barrel Shotgun trades ammo capacity and range for reliability and firepower.
This weapon has the following mastery property. To use this
property, you must have a feature that lets you use it.
Scatter. Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with this weapon.
Magic Items
Princes of the Apocalypse
This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.
If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath
, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath.
Monsters
Tasha’s Cauldron of Everything
hit points, this trait doesn’t function until an attuned creature spends 24 hours repairing the artifact or until the artifact is subjected to lightning damage.
Standing Leap. The servant
’s long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.
Unusual Nature. The servant doesn’t require air, food, drink, or sleep.Destructive Fist
Equipment
The Pump Shotgun’s namesake is a distinctive sliding grip on the barrel which can be “pumped” to chamber a new round.
This weapon has the following mastery property. To use this
property, you must have a feature that lets you use it.
Scatter. Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with this weapon.
Magic Items
Tales from the Yawning Portal
This stone is a large gem worth 150 gp.
Curse. The stone is cursed, but its magical nature is hidden; detect magic doesn’t detect it. An identify spell reveals the stone’s true nature
. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone.
Monsters
The Tortle Package
replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi’s claws venomous. When a topi dies, the snake
resistant to bludgeoning.
Undead Traits. A topi doesn’t require air, food, drink, or sleep.PoisonBludgeoning
Magic Items
Tomb of Annihilation
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
, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
Equipment
against giant insects or the vile swarm of insects;swarms of insects described in appendix A of the Monster Manual.
A gourd or vial of salve, which sells for 1 gp, contains 20 applications of
odorless grease. One application protects its wearer against normal insects for 24 hours. The salve is waterproof so it doesn’t wash off in rain.
Efreeti Bottle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of
to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the
Decanter of Endless Water
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount
Monsters
Tomb of Annihilation
creeper takes fire, necrotic, or radiant damage, this trait doesn’t function at the start of its next turn. The creeper dies only if it starts its turn with 0 hit points and doesn’t
musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
Yellow Musk (3/Day). The creeper’s flowers release a strong musk that targets all
magic-items
variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8. Remove the Backfire property and
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
Monsters
The Book of Many Things
target doesn’t have. During any night when there’s a full moon in the sky, the target becomes an NPC under the DM’s control and remains so until the night ends. A Remove Curse spell
Regeneration. Augustus regains 10 hit points at the start of his turn. If he takes damage from a silver weapon, this trait doesn’t function at the start of his next turn. Augustus dies only if
Monsters
The Book of Many Things
damage if he fails, provided he doesn’t have the incapacitated condition.
Nimbleness. Delour can move through the space of a Medium or larger creature.
Regeneration. Delour regains 10 hit points
at the start of his turn. If he takes damage from a silver weapon, this trait doesn’t function at the start of his next turn. Delour dies only if he starts his turn with 0 hit points and doesn
magic-items
variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8. Remove the Backfire property and
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
magic-items
variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8. Remove the Backfire property and
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
magic-items
variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8. Remove the Backfire property and
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
magic-items
variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8. Remove the Backfire property and
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
magic-items
variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8. Remove the Backfire property and
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
Magic Items
Bigby Presents: Glory of the Giants
This magic ranged weapon is a flared pistol with the storm rune engraved along the barrel. You gain a +1 bonus to attack and damage rolls made with it. It requires no ammunition, its damage is
thunder instead of piercing, and it doesn’t have the loading property.
Invoking the Rune. As a bonus action, you can invoke the weapon’s rune to launch a ball of energy to a point you can see
magic-items
variant: Three-weapons-in-one, this upgraded gunnspier can slash, shoot, and bite. Increase the attack and damage bonus to +2 , and the damage of Point Blank Shot to 3d8. Remove the Backfire property and
add the Chomp property.
Chomp. The pneumatic-powered dragon’s maw can run along the length of the gun’s barrel before biting into a target skewered by its point. When you hit a target
Magic Items
Bigby Presents: Glory of the Giants
This set of 1d4 + 2 small paint pots contains pigments mixed from crushed luminescent gemstones. This magical paint bestows temporary magical gifts on creatures with runes drawn on their skin with
this paint.
One paint pot contains enough pigment to paint one rune. A creature can spend 10 minutes to paint one of the following runes onto itself or another creature:
Journey Rune. Difficult
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The cone doesn’t function while the eye is closed or while the dreadnought is blinded.
Astral Entity. The dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise
diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if
he starts his turn with 0 hit points and doesn’t regenerate.
Ventriloquism. Whenever Titivilus speaks, he can choose a point within 60 feet of him; his voice emanates from that point.Multiattack
Monsters
Planescape: Adventures in the Multiverse
can’t increase. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell. When the cursed target’s Charisma becomes 2, the target dies, and its head
tears from its body and becomes a new vargouille reflection. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete ends the curse and
Monsters
Spelljammer: Adventures in Space
Flyby. The dragon doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Unusual Nature. The dragon doesn’t require air.Multiattack. The
are detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.
A solar dragon egg has an obsidian shell, shiny black and