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Returning 35 results for 'becoming bards die constructs release'.
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becoming bards die constructed release
Magic Items
Dungeon Master’s Guide
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
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
Spells
Elemental Evil Player's Companion
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren
.
Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.
magic-items
day as an Action, this item can be thrown into an unoccupied space up to 40 ft away and release a wave of healing energy. Creatures within a 30 ft radius Sphere from the point the Goose Egg Healing
Grenade lands regain 2d8 + 4 Hit Points, or 5d8 + 4 if they are within a 10 ft radius Sphere. The item’s magic heals up to six creatures at a time, starting with the creatures with the lowest Hit Points.
This item’s magic has no effect on undead creatures or constructs.
classes
Xanathar's Guide to Everything
The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey
, these bards learn to use their magic to delight and captivate others.
The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards
Magic Items
Guildmasters’ Guide to Ravnica
dagger has the following additional properties.
Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released
.
Annihilation. If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the
Elder Oblex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
","rollDamageType":"psychic"} psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and
drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The
Adult Oblex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from any
ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a
Monsters
Quests from the Infinite Staircase
Intelligence saving throw. Constructs, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, the target takes 5 (2d4);{"diceNotation":"2d4", "rollType":"damage", "rollAction":"Drain
the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target has the unconscious condition for 1 hour. If a memory
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
Monsters
Acquisitions Incorporated
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
you get taken prisoner by a group of sociopathic adventurers who end up letting you die after you save their sorry lives. One minute, you’re a dead goblin named Splug. And then you’re alive
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.