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Returning 35 results for 'based before disease crafting return'.
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Spells
Player’s Handbook
effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to
its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points
Effect
Harm
Legacy
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Spells
Basic Rules (2014)
damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage
Divine Word
Legacy
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Spells
Basic Rules (2014)
Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
50 hit points or fewer: deafened for 1 minute
40 hit points or fewer: deafened and blinded for 10
fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable
carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage
Monsters
Bigby Presents: Glory of the Giants
, fomorians ordered themselves based on achievements of knowledge and magical power. Before Karontor urged his descendants into an ill-fated assault against the Feywild, some of the most ambitious
unopposed.
In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane
Solar
Legacy
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Monsters
Basic Rules (2014)
against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Healing Touch (4
, disease, poison, blindness, or deafness.The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another
Monsters
Mordenkainen Presents: Monsters of the Multiverse
manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works
minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship
in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength
Monsters
Van Richten’s Guide to Ravenloft
infest its body. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any effect that cures disease or removes the poisoned condition
they root among filth. The crawlers then spread these grubs, potentially infecting whole sewers, graveyards, or battlefields with carrion stalkers. In return, carrion stalkers avoid preying on carrion crawlers.
races
Guildmasters’ Guide to Ravnica
with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions dwell on their thoughts about those issues rather than their
affiliation, they put their intelligence to use in crafting and improving things, whether those things are laws, procedures, or magical sciences.
Vedalken believe that the path toward the impossible
Shapechange
Legacy
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Spells
Basic Rules (2014)
can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you
of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground
Monsters
Mordenkainen Presents: Monsters of the Multiverse
passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting
Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon
Bugbear
Legacy
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races
Volo's Guide to Monsters
.
Shiftless, Savage Layabouts
When they’re not in battle, bugbears spend much of their time resting or dozing. They don’t engage in crafting or agriculture to any great extent, or
crafting simple tools and hunting and gathering food, and gangs sometimes come together peacefully to exchange members and goods between them.
Malevolent Worship of Malign Gods
Bugbears worship two
monsters
life, but, for the most part, this connection with the Weave is co-opted to provide the colony access to charm-based magics. Sporeslingers use these beguiling enchantments to capture stray creatures and
sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks.Necrotic
monsters
these individuals may remember the spells they knew in life, but, for the most part, this connection with the Weave is co-opted to provide the colony access to charm-based magics. Sporeslingers use
into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks.Necrotic
Tabaxi
Legacy
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races
Volo's Guide to Monsters
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
on a particularly interesting item when an owner refuses to sell or trade it.
Tabaxi Names
Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology
remember the spells they knew in life, but, for the most part, this connection with the Weave is co-opted to provide the colony access to charm-based magics. Sporeslingers use these beguiling enchantments
: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks.Necrotic
monsters
the Weave is co-opted to provide the colony access to charm-based magics. Sporeslingers use these beguiling enchantments to capture stray creatures and deliver them to the fungal heart where they too
-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to
monsters
charm-based magics. Sporeslingers use these beguiling enchantments to capture stray creatures and deliver them to the fungal heart where they too can be hyphanated. Without these specimens, a hive
adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks.Necrotic
co-opted to provide the colony access to charm-based magics. Sporeslingers use these beguiling enchantments to capture stray creatures and deliver them to the fungal heart where they too can be
Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of
Backgrounds
Guildmasters’ Guide to Ravnica
conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of
construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a
Orc
Legacy
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races
Volo's Guide to Monsters
gather and celebrate, dwell the followers of Yurtrus, the god of disease and death, and Shargaas, the god of darkness and the unknown. Orcs too weak for battle (because of bodily weakness, malformation
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Time and Cost Crafting a magic item takes an amount of time and money based on the item’s rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you
must work for 8 hours. If an item requires multiple days, those days needn’t be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Time and Cost Crafting a magic item takes an amount of time and money based on the item’s rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you
must work for 8 hours. If an item requires multiple days, those days needn’t be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
nonmagical item on which the magic item is based Spells If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item. Time and
Cost Crafting a magic item takes an amount of time and money based on the item’s rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you must work for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
nonmagical item on which the magic item is based Spells If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item. Time and
Cost Crafting a magic item takes an amount of time and money based on the item’s rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you must work for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
nonmagical item on which the magic item is based Spells If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item. Time and
Cost Crafting a magic item takes an amount of time and money based on the item’s rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you must work for
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Time and Cost Crafting a magic item takes an amount of time and money based on the item’s rarity as shown in the Magic Item Crafting Time and Cost table. Work per Day. For each day of crafting, you
must work for 8 hours. If an item requires multiple days, those days needn’t be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Harm 6th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Harm 6th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
merchant family based in the nearby village of Oakhurst. Kerowyn Hucrele, the matriarch of the family, offers salvage rights to you and your team if you can find and return with the two lost members
, and stories indicate it is a place that holds promise for those intent on discovery, glory, and treasure! Rescue Mission. Another party of adventurers, locally based, delved into the Sunless Citadel
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
merchant family based in the nearby village of Oakhurst. Kerowyn Hucrele, the matriarch of the family, offers salvage rights to you and your team if you can find and return with the two lost members
, and stories indicate it is a place that holds promise for those intent on discovery, glory, and treasure! Rescue Mission. Another party of adventurers, locally based, delved into the Sunless Citadel
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
merchant family based in the nearby village of Oakhurst. Kerowyn Hucrele, the matriarch of the family, offers salvage rights to you and your team if you can find and return with the two lost members
, and stories indicate it is a place that holds promise for those intent on discovery, glory, and treasure! Rescue Mission. Another party of adventurers, locally based, delved into the Sunless Citadel
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Harm 6th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Harm 6th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must