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Returning 35 results for 'before before drink carried reduce'.
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before before during carried reduce
Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required).
The red in the potion’s liquid continuously
Magic Items
Dungeon Master’s Guide
When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required).
The red in the potion’s liquid continuously
Spells
Player’s Handbook
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
deal an extra 1d4 damage on a hit.
Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength
Magic Items
Dungeon Master’s Guide
closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56
normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
Potion of Growth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands
Enlarge/Reduce
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is
damage.
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example
Monsters
The Wild Beyond the Witchlight
on a DC 18 Intelligence (Investigation) check to discern that Squirt is animate.
Unusual Nature. Squirt doesn’t require air, food, drink, or sleep.Slam. Melee Weapon Attack: +4;{"diceNotation
was carried to the Feywild by dwarves hoping to harvest boggle oil. Though the expedition was a success, the dwarves were put to sleep by pixie magic. During a celebration that erupted around them, an
Equipment
and are often carried (and revered) by that urdefhan’s descendants. If you score a Critical Hit against a creature that isn’t a Construct or Undead while using this weapon, you deal an
extra 1d4 Slashing damage. This extra damage isn’t doubled. Urdefhans can train to drink blood through hollow parts of a shauth blade for a moment after hitting.
This weapon has the following
Equipment
weapon, you deal an extra 1d6 Slashing damage. This extra damage isn’t doubled. Urdefhans can train to drink blood through hollow parts of a shauth lash for a moment after hitting, and urdefhans
use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Magic Items
Tasha’s Cauldron of Everything
contains the following spells: enlarge/reduce, feather fall, flesh to stone, gaseous form, magic weapon, and polymorph. It functions as a spellbook for you.
While you are holding the book, you can use
action, you can touch a nonmagical object that isn’t being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger
Backgrounds
Ghosts of Saltmarsh
of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
6
Leave None Behind. You carried an
eradicated.
6
My commander betrayed my unit, and I will have revenge.
D6
FLAW
1
I grow combative and unpredictable when I drink.
2
I find civilian life
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
heavily obscured. The butterflies remain for 10 minutes.
50-53
You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a
normal size and remains overgrown for 1 minute.
63-65
An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target
Monsters
Van Richten’s Guide to Ravenloft
. The juggernaut doesn’t require air, food, drink, or sleep.Multiattack. The juggernaut makes two attacks. It can replace one attack with Deadly Shaping if it is ready.
Executioner’s Pick
(10d10);{"diceNotation":"10d10","rollType":"damage","rollAction":"Implacable Advance","rollDamageType":"bludgeoning"} bludgeoning damage if it isn’t being worn or carried.
Rapid Shaping (Costs 3
Monsters
Van Richten’s Guide to Ravenloft
Legendary Resistance (4/Day). If the emissary fails a saving throw, it can choose to succeed instead.
Unusual Nature. The emissary doesn’t require air, food, drink, or sleep.Multiattack. The
a greater, physically overwhelming form. To destroy an emissary, characters must reduce each of its forms to 0 hit points one after another. Typically, a star spawn emissary is initially encountered
Monsters
Van Richten’s Guide to Ravenloft
Nature. The emissary doesn’t require air, food, drink, or sleep.Multiattack. The emissary makes three attacks.
Lashing Maw. Melee Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit
emissaries can assume two forms: a lesser form suited to infiltration and a greater star spawn emissary;greater, physically overwhelming form. To destroy an emissary, characters must reduce each of
True Polymorph
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
object must be neither worn nor carried by another creature). The spell lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full
before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s
Monsters
Icewind Dale: Rime of the Frostmaiden
to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or
, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however
Monsters
Icewind Dale: Rime of the Frostmaiden
against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her talons.
Talons. Melee Weapon Attack: +7
current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final
Backgrounds
Baldur’s Gate: Descent into Avernus
faiths, are relegated to the Outer City’s Twin Songs neighborhood — but new ones arrive constantly, carried by travelers and proselytizers from far-flung lands. A character with this
tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
7
I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Potion of Diminution Potion, rare When you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Diminution Potion, Rare When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion’s liquid
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Potion of Diminution Potion, Rare When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion’s liquid
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Potion of Diminution Potion, rare When you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Potion of Growth Potion, uncommon When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Potion of Growth Potion, Uncommon When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion’s liquid
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Potion of Growth Potion, uncommon When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Growth Potion, Uncommon When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion’s liquid
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
Monsters
Icewind Dale: Rime of the Frostmaiden
effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her ice morningstar or hurls three ice darts.
Ice Morningstar. Melee Weapon Attack
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Enlarge/Reduce 2nd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute You cause a creature or an object
you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Enlarge/Reduce Level 2 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Enlarge/Reduce 2nd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of powdered iron) Duration: Concentration, up to 1 minute You cause a creature or an object
you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution
Monsters
Fizban's Treasury of Dragons
targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 28 (8d6);{"diceNotation":"8d6
, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and






