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Returning 35 results for 'become being decide changes returns'.
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Spells
Player’s Handbook
unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item
it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one
Magic Items
Dungeon Master’s Guide
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your
’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
Spells
Player’s Handbook
take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For
through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
Spells
Player’s Handbook
.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide
spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing
Monsters
Monster Manual
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Spells
Player’s Handbook
size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.
Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark. They are stealthy hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly
;s lair is changed by its presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can
Monsters
Forgotten Realms: Adventures in Faerûn
hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to
presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by
Monsters
Forgotten Realms: Adventures in Faerûn
rule Faerûn. His Cult of the Dragon devotes itself to helping evil dragons become dracoliches to bring this evil new age to fruition.
Sammaster was killed in battle, but had prepared contingencies
for his demise. He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt
Monsters
Forgotten Realms: Adventures in Faerûn
. His Cult of the Dragon devotes itself to helping evil dragons become dracoliches to bring this evil new age to fruition.
Sammaster was killed in battle, but had prepared contingencies for his demise
. He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt dragonkind
Monsters
Astarion's Book of Hungers
, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Magic Items
Forgotten Realms: Adventures in Faerûn
A wizard named Damara created this orb while devising a way to become a dragon. Aided by a mysterious magician (actually an aspect of Tiamat in disguise), Damara eventually created an Artifact that
DM’s control. The type of chromatic dragon depends on your alignment and personality and is left to the DM to decide. The transformation is permanent, but if the dragon is slain, its body
Magic Items
Forgotten Realms: Adventures in Faerûn
dying essence. Myrkul has since returned to become one of the Dead Three, and the Crown of Horns continues to further his gruesome will by seeking out mortal agents and gradually transforming them into
the course of 365 days. During that time, the transformation is purely cosmetic; these cosmetic changes slowly fade if you end Attunement to the crown before completing the transformation. When the
Monsters
Fizban's Treasury of Dragons
itself. Each creature in that area must succeed on a DC 14 Charisma saving throw or become charmed by the peacekeeper for 1 minute. While charmed in this way, the creature is incapacitated and has a
speed of 0.When a metallic dragon grows attached to a settlement of smaller folk—often after dwelling there for a time in Humanoid form—the dragon might decide to create a metallic
Torpor (Ingested)
Legacy
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Equipment
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
Ingested. A creature must swallow an
entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Quasit
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies
succeed on a DC 10 Constitution saving throw or take 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Claws","rollDamageType":"poison"} poison damage and become poisoned for 1 minute
Truth Serum (Ingested)
Legacy
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Equipment
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a
zone of truth spell.
Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a
Vargouille
Legacy
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Monsters
Volo's Guide to Monsters
kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head
undoes the changes made to the target by the curse.
Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom
Enlarge/Reduce
Legacy
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Spells
Basic Rules (2014)
unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an
affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from
Quasit (familiar variant)
Legacy
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Monsters
Monster Manual (2014)
into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies
"} poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scare (1/Day). One creature of the
Monsters
Lost Laboratory of Kwalish
decide that the target is too large for its head to be cut off by the devil’s claws. If removed, the shards lose their magical powers.
Local Teleportation-Field Bracelets. Local teleportation
damage plus 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Sting","rollDamageType":"poison"} poison damage, and the target must succeed on a DC 14 Constitution saving throw or become
Classes
Tasha’s Cauldron of Everything
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Alter Self
Legacy
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Spells
Basic Rules (2014)
underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your
creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell
Monsters
Waterdeep: Dragon Heist
nobles, guildmasters, and commoners alike. Though her previous attempts to become a Masked Lord have been thwarted, she believes it's only a matter of time until that honor is bestowed on her. Once
she knows the identities and secrets of enough Masked Lords, Yalah is confident that she can bribe, blackmail, or extort her way into their ranks. From there, she plans to effect changes in the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey
Pale Tincture (Ingested)
Legacy
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Equipment
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24
creature can heal normally.
Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose
Spells
Elemental Evil Player's Companion
appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become
difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have
Monsters
Mordenkainen Presents: Monsters of the Multiverse
emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in
the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin
Monsters
Strixhaven: A Curriculum of Chaos
Death Burst. When the spirit statue is reduced to 0 hit points, the statue crumbles, and the spirit returns to the afterlife in a burst of ghostly white flame. Each creature within 5 feet of it must
tacticians. Regardless, their appearance is so common around the Lorehold campus that they have become the college’s mascots.
Monsters
Guildmasters’ Guide to Ravnica
become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on
the dryad. The mount remains for 8 hours, until it or the dryad dies, or until the dryad dismisses it as an action. The mount uses the stat block of an elk (see the Monster Manual) with these changes
Monsters
Keys from the Golden Vault
, metallic red orbs that can see through illusions.
In her current form, Tockworth ruthlessly seeks to destroy anyone and anything that stands in the way of her ultimate goal, which is to become a
Construct. If she’s allowed to continue her work, she will achieve this apotheosis in a matter of weeks, after which her creature type changes to Construct. She also gains immunity to poison damage
True Polymorph
Legacy
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Spells
Basic Rules (2014)
the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had
Spells
Xanathar's Guide to Everything
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a
use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide






