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Returning 35 results for 'before being dropping change returns'.
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Spells
Player’s Handbook
change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current
Monsters
Forgotten Realms: Adventures in Faerûn
Hit Points. Success: The target is immune to this werewyvern’s curse for 24 hours.Among the rarest of were-creatures, werewyverns change from their humanoid forms into lean wyverns or into
Large wyvern, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Control Weather
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the
early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes
Animal Shapes
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had 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 normal form to 0 hit points, it isn't
Polymorph
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had 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 normal form to 0 hit points
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0
of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground
Monsters
Princes of the Apocalypse
the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the
monsters
tools, reshaping their mutable bodies to serve the needs of their sahuagin masters.
Skin of Stone and Steel. A plasmid can change the texture of its flesh as well as its appearance. In addition to making
while retaining its game statistics, or it returns to its true amorphous form. Any equipment it is wearing or carrying isn’t transformed.
Astral Projection
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
The spell might also end early for you or one of your
your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
True Polymorph
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
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
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
Vecna: Eve of Ruin
magically change their form, but only into shapes that have ten limbs, such as drider;driders and crab;crabs. They use this ability to establish ambushes, infiltrate enemy camps, or appear innocuous while
transforms into a crab, drider, or giant crab, or returns to its true form. Its game statistics, except for its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
magic-items
, accessible only to the warforged it is attached to. While the messenger is attached to you, you can take a Magic action to review the data currently stored within the messenger, and if you choose to, change
has been set, it approaches the nearest warforged.
If you are reduced to 0 Hit Points while a Final Messenger is attached to you, it immediately detaches and seeks out its target. It retains its stored message, but replaces its stored image with the last thing you saw before dropping to 0 Hit Points.
Monsters
Van Richten’s Guide to Ravenloft
damage.
Change Shape. The emissary polymorphs into a Small or Medium creature of its choice or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is
slurry. It then instantly returns in its greater form. Only if the emissary is defeated in its greater form does the star spawn die.
After finishing a long rest, a greater star spawn emissary regains
Monsters
Storm King's Thunder
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Change Shape. Iymrith magically polymorphs into a female storm giant or back into her true form
that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down
control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the
spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
the rise of evil dragons and their attempt to free Tiamat from the Nine Hells. If you use Tyranny of Dragons as a springboard into this adventure, you must change the timing of events so that the
Waterdeep to shift attention away from the Tyranny of Dragons story by dropping reports of giant sightings near the temple-farm of Goldenfields. The Emerald Enclave is looking for adventurers to help