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Returning 35 results for 'been barrel declared cast robe'.
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Magic Items
Dungeon Master’s Guide
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight
Magic Items
Dungeon Master’s Guide
particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars
This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe’s upper-front portion, are
Magic Items
Dungeon Master’s Guide
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
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
Classes
Player’s Handbook
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
Robe of Eyes
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell
cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
Monsters
Waterdeep: Dragon Heist
Special Equipment. Laeral wears a white robe of the archmagi (accounted for in her statistics). She wields a flame tongue longsword.
Magic Resistance. While wearing her robe of the archmagi, Laeral
hair and flame tongue longsword, in any combination. She can cast one of her cantrips or 1st-level spells before or after making these attacks.
Silver Hair. Melee Weapon Attack: +11;{"diceNotation
Robe of Stars
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe's upper front portion, are
Monsters
Acquisitions Incorporated
Special Equipment. K'thriss wears a robe of stars (accounted for in his statistics). The robe allows him to cast the following spells:
6/day: magic missile (7 missiles)
Awakened Mind. K'thriss can
Spellcasting. K'thriss's innate spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no material components:
At will: dancing lights, disguise self
1/day
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
Monsters
Waterdeep: Dungeon of the Mad Mage
Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
Monsters
Vecna: Eve of Ruin
was tailored specifically for her and imbued with Tiamat’s power. When she dies, the coat functions as a Robe of Scintillating Colors.Multiattack. Windfall makes two Chromatic Rapier attacks and
":"Dragon's Flare","rollDamageType":"poison"}. On a successful save, the target takes half as much damage.
Cast a Spell (Costs 2 Actions). Windfall uses Spellcasting.As a dedicated champion of Tiamat
Magic Items
Lost Laboratory of Kwalish
, counting both draws as one of your declared draws.
Gem. The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that treasure has
your declared draws.
Jester. You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws.
Key. A
Magic Items
The Book of Many Things
. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. If you fail to draw
.
Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours.
Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no
Monsters
Eberron: Rising from the Last War
attacks). She can innately cast the following spells, requiring no material components:
At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield
3/day
-foot-tall humanoid figure draped in a flowing, hooded robe formed of swirling mist and clinging shadow.
Minions. Most of Sul Khatesh's followers are wizards and warlocks, and she is one of the
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
languages of your choice.
Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Campfire. You
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell
cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC
stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
Robe of Eyes Wondrous item, rare (requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of
Robe of Stars Wondrous Item, Very Rare (Requires Attunement) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level
Robe of Stars Wondrous item, very rare (requires attunement) This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of
Robe of Stars Wondrous Item, Very Rare (Requires Attunement) This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Aurore Folny Ring of X-ray Vision,
Rival Coins, Robe of Eyes
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute
. You take 1d4 Psychic damage.
Robe of Eyes Wondrous Item, Rare (Requires Attunement)
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All
Monsters
Fizban's Treasury of Dragons
Queen has declared war on an ancient sapphire dragon who has annexed the heart of her cult’s Underdark territory.
Sapphire Dragon Lairs
Sapphire dragons make their lairs in enormous
sapphire gemstones, particularly underground.
Stony Sight. Natural stone within 6 miles of the lair is a conduit for the dragon’s psionic presence. As an action, the dragon can cast the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
draw from the deck again, counting both draws as one of your declared draws. Gem. The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that
card beyond your declared draws. Jester. You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws. Key. A common
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Holy Aura 8th-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe
your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Holy Aura 8th-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe
your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
high. Dim Light Eerie green light emanates from goat skulls embedded in the temple’s walls. These skulls cast Dim Light throughout the temple. Doors and Secret Doors Temple doors are unlocked and made
action and yields a tattered crimson Robe, a rusty Shortsword, an old Shortbow, a Quiver with 1d10 Arrows, and 1d10 GP.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
statistics). The robe allows him to cast the following spells:
6/day: magic missile (7 missiles)
Awakened Mind. K’thriss can telepathically speak to any creature he can see within 30 feet of him
., passive Perception 12
Languages Celestial, Common, Elvish, Undercommon; can read all writing
Challenge 3 (700 XP)
Special Equipment. K’thriss wears a robe of stars (accounted for in his
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch Cartographer’s Tools (15 GP) Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map Cobbler’s Tools (5 GP
. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes Woodcarver’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch Cartographer’s Tools (15 GP) Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map Cobbler’s Tools (5 GP
. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler's Clothes Woodcarver’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, corridors, rooms, and staircases are brightly lit by continual flame spells cast on wall sconces. (The cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as
present—are stored in area R22. Each inmate wears a uniform that consists of a hoodless robe without pockets, leather slippers without laces, and cloth undergarments. While outside their cells, they wear manacles on their wrists and ankles.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
effect. As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the
gain the ability to speak, read, and write 1d6 + 2 languages of your choice. Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
gain the ability to cast Wish 1d3 times. Puzzle Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Rogue An
doesn’t count as one of your declared draws. Gem Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester You have Advantage on D20 Tests for the next
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Things You have 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 1,000 GP each appear at your feet. Jester You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws. Key A Rare or rarer magic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you. This enmity lasts until either you or the devil dies. Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that
1,000 gp each appear at your feet. Idiot. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Jester. You gain 10,000






