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Returning 35 results for 'becomes before diffusing claim remains'.
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Magic Items
Dungeon Master’s Guide
so.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
Statistics for the Rowboat and Keelboat appear
Magic Items
Dungeon Master’s Guide
. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points.
While summoned, the djinni is Friendly to you and your allies, and it obeys your commands
. If you fail to command it, the djinni defends itself against attackers but takes no other actions.
After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes
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
directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31–40
A
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Properties of the Hand. When you are attuned to the hand, your alignment is Neutral Evil
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
Magic Items
Dungeon Master’s Guide
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
Monsters
Mythic Odysseys of Theros
personality.
Aquatic Collectors. Curious by nature, naiads often seek out what the seas and rivers claim. As a result, they might be found among sunken ruins and shipwrecks, sifting through the remains
all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its
Giant Insect
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a
spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the
speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 16 Constitution saving throw or be
Monsters
Mordenkainen's Fiendish Folio Volume 1
by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains
fancies itself a conquering general, wandering in search of a forest to conquer and claim. When it sets its sights on a forest, it first focuses on spreading the seed pods that give rise to its needle
Folding Boat
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box
ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a
Darkmantle
Legacy
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Monsters
Basic Rules (2014)
Echolocation. The darkmantle can’t use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a
darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it
Monsters
Waterdeep: Dragon Heist
+ 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Rapier","rollDamageType":"piercing"} piercing damage.
Cloak of Shadows (2/Day). Victoro becomes invisible until the end of his next turn
. He becomes visible early immediately after he attacks or casts a spell.
Summon Devil (Recharges after 9 Days). Victoro summons a barbed devil. The devil appears in an unoccupied space within 30 feet of
Ring of Djinni Summoning
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.
While summoned, the
other actions.
After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
Moonblade
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists
, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.
A moonblade serves only one master at a time. The attunement process requires a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Monsters
Planescape: Adventures in the Multiverse
liquefied demodand becomes enough liquid to fill a flask. A demodand’s liquefaction lasts until a shator uses an action to end it or a creature opens a container holding the liquid. While
demodands. It remains for 1 minute, until it or the shator dies, or until the shator dismisses it as an action.Shators, known as shaggy demodands, dominate demodand society, ruthlessly commanding their
Monsters
Curse of Strahd
spells, requiring no material components:
3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis
False Appearance. While the figure in the portrait remains motionless, the portrait
becomes inanimate and is too damaged to be of much use or value to anyone.
A guardian portrait looks like a finely rendered and beautifully framed work of art, usually depicting someone important in a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
magic-items
When you attune to this item, it appears as a weapon in which you have proficiency and remains in that form until another creature attunes to it. As a free action once per Long Rest, you can Awaken
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a