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Returning 34 results for 'before blessings deck continuously remove'.
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Magic Items
The Book of Many Things
Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks
. 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
Monsters
Curse of Strahd
. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6;{"diceNotation":"3d6","rollType":"damage","rollAction
herself.
Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in her wagon (chapter 11, area V1). Although the cards aren’t magical, Ezmerelda can use them to perform a card reading for the
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
beneficial properties
1 major beneficial property
2 minor detrimental properties
Blessings of Moradin
If you are a dwarf attuned to the axe, you gain the following benefits:
You have immunity
dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.
Destroying the Axe
The only way to destroy the axe is to melt it down in the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Encounter Deck Using cards to generate random encounters is a dynamic alternative to rolling on encounter tables. You can customize an encounter deck and remove cards as you draw them so they don’t
repeat. You can also alter the encounter deck as characters explore an area, adding cards to the deck to reflect changing circumstances and weaving the encounters into a narrative. The following system is derived from Miniatures Handbook (2003).
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
remove opposition or exile weaker or unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the
in the presence of Skiggaret. Talking about such acts might call him back.
Blessings of the Bugbear Gods
Bugbears have no use for priests or shamans. No one needs to tell them what their gods want
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
blessings Hulgaz might bestow. Unlike most blessings, infernal blessings impose both desirable and detrimental effects on the user. Casting the Remove Curse spell on the subject of an infernal blessing ends
Infernal Blessings Here are several blessings Hulgaz can bestow on willing Humanoids. Other Fiends, particularly archdevils, might bestow such blessings as well, and you can create additional
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
first encounter deck, and when you remove cards from that deck, replace those cards with an equal number of random cards from the second deck. This method is particularly effective if the second deck
Evolving the Encounter Deck Evolving your encounter deck fosters a sense of progress, creating a rough narrative arc as the adventurers explore an area. You can evolve the deck to make encounters
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
reading again, out loud for the players’ benefit. Substitute the new results for the old ones. When you’re ready to begin the card reading, remove the fourteen cards with the crown icon (the high deck) and
shuffle them. Then shuffle the remaining cards (the common deck), keeping the two decks separate. Draw the top three cards from the common deck and lay them face down in the 1, 2, and 3 positions
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Watchtower On the southern end of the hill stands a tall spire with a commanding view of the surrounding terrain. When Captain Nenlast drew from the Deck of Many Things, a wave of energy from the Far
’ protective spells, but characters might agree to remove these wards as part of a deal with the death tyrant. A character who is aware of the wards and able to perceive them (for example, via the
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
. On the Deck. While Captain Rallanith shouted for the characters to take shelter within the Recluse’s interior, those that might have ignored the order were hastily issued harnesses and now find
(Athletics) check or fall. On the Deck. Creatures wearing harnesses on the ship’s deck can climb the deck’s vertical surface without falling. A creature has Disadvantage on attack rolls while wearing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
sharpness. Random Properties. The axe has the following randomly determined properties: 2 minor beneficial properties 1 major beneficial property 2 minor detrimental properties Blessings of Moradin. If
magical in nature (and therefore can’t be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell. Destroying the Axe. The only way to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dark Duchess Locations The following locations are keyed to map 2.6. Ceilings of the lower decks are 10 feet high, and all doors are 7 feet tall and made of sturdy wood. D1. Main Deck The wooden
boards on the main deck are cracked from frost. A large hole in the deck exposes a part of the hold to the sky. The planks around the hole are marred with deep grooves, as if heavy claws had dug into them
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
silver ewer (worth 100 gp) with five chicken eggs in it A tiny wooden box containing a deck of tarokka cards (see appendix E) wrapped in silk A set of copper pots and pans (worth 50 gp) Three sets of
rope, a tinderbox, a steel mirror, a sharpened wooden stake, and a spyglass Two spell scrolls (major image and remove curse) A map of Barovia (showing all the locations marked on this adventure’s map of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
been poring over van Richten’s research and learning about Strahd and Castle Ravenloft, with every intention of dispatching the vampire herself. Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in
ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage.
Evil Eye (Recharges after a Short or Long Rest). Ezmerelda
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
portals first, but you can say that their attempts to access the headquarters portal have locked it down temporarily, preventing the Six from accessing it. Remove one failure point from the party’s
. If a character opens this door, read: As the portal opens, a pulse of magic draws you forward. The door vanishes and you stand within an impossible scene. The deck of a ship opens up around you, but
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile weaker or
they don’t relish experiencing it. After the madness has passed, bugbears don’t dwell on things that were done in the presence of Skiggaret. Talking about such acts might call him back. Blessings of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
a full moon in the sky, the target becomes an NPC under the DM’s control and remains so until the night ends. A Remove Curse spell or similar magic ends this curse.
Claw (Wolf or Hybrid Form Only
require equipment the target doesn’t have. During any night when there’s a full moon in the sky, the target becomes an NPC under the DM’s control and remains so until the night ends. A Remove Curse
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, but when someone in the multiverse draws the Skull card from a Deck of Many Things, one of the windows shows a scene depicting the unfortunate individual and opens a portal to that individual’s
the Remove Curse spell or similar magic. If this effect reduces the creature to 0 hit points, it dies. The grove gets its name from the unusual will-o’-wisps that inhabit it. These will-o’-wisps—thought
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
from cards of various sizes from the Deck of Many Things. Some show their intricately patterned backs, while others show their faces. Four large cards that serve as doors lead from the chamber: Rogue
shift. A door displaying the Fool card stands on the east wall, and another—showing only the back of a card from the Deck of Many Things—is to the north.
This room is brightly lit by the gem
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Once repaired, the lift continuously moves between the bunks and the mining tunnels, with a 1-minute stop at each location. Z5: Latrines The reek of waste wafts from these latrines. The walls here
footsteps right outside the door. A character must succeed on a DC 12 Strength (Athletics) check to remove the barricade.The three figures are feral ashenwights (see appendix A), undead spirits who perished
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
its ruler, Duchess Morwen, and offer the Harpers’ support. Zelraun gives each Harper character a spell scroll of remove curse. He has also made arrangements with a metalsmith in Waterdeep to sheathe
before. The order strikes hard and fast, without waiting for the blessings of temples or the permission of rulers. The order believes that evil must be smashed, or it will swiftly overcome all
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
see any demon within 60 feet of it and ends its turn not having attempted to attack a demon. This curse can be removed with a remove curse spell or similar magic. At the end of each long rest, a cursed
the chapel, and who requested to take their final rest alongside the poor they served. The holy symbols in this area once channeled the blessings of their gods, but that trace magic has been corrupted
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
outfitted it with a pier and a ramshackle fort built from scavenged planking, old barrels, deck grates, spars, and whatever else they could scrounge. It incorporates a warehouse where they stash their
with each other and Liara Portyr of Fort Beluarian. Use the deck plans in appendix C of the Dungeon Master’s Guide to represent each pirate ship, as needed. Each ship’s crew is described below
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
random place on their body. Only a remove curse spell or similar magic removes the scar. 6 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
pirate captain (see appendix C), 1 pirate bosun (see appendix C), 2d4 pirate deck wizards (see appendix C), and 8d10 bandits 3 1d6 flesh golems, 1d4 priests, and 2d10 acolytes 4 2d4 veterans, 2d10
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Tendrils harvested from a shambling mound 6 Deck planks stolen from a pirate ship 7 Log taken from the Hool Marshes, transported in swamp water 8 Wood from a shipwreck 24. Crabber’s Cove Just east of
blessings of his clerics, dogging their steps with wretched weather until his attention is drawn elsewhere.
Procan’s clerics reflect their deity’s chaotic nature. They seek omens of his moods in the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
springs, driving off strangers or demanding a worthy price for access to the mystical waters. While many enchanted springs bear the blessings of wild gods or fey beings, some are tainted. These might be
5d8 + 20 hit points. 4 Vocally, the creature can only cluck and croon like a chicken. The creature can also understand and speak to chickens. This curse lasts for 1 hour unless ended by a remove curse
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
disabled by any franchise member. Players are encouraged to be creative in thinking about defensive features. An airship might have a deck that can channel lightning to repel boarders. A wagon might have
airship’s floor and railings are warded with elemental lightning, up to an area the size of half the ship’s upper deck. A character at the helm can activate this magic as a bonus action. Any creature making
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the Astral lift, discovered their presence, and destroyed them and their treasure. Melted Metal. Given 10 minutes of prying with a Crowbar or similar tool, characters can remove the metal from both the
against the ship’s hull. A sculpted sarcophagus rests on the deck. A deep pit surrounds the vessel, and wisps of steam drift in the air.
This is the lair of the Githyanki Knight Ozzadraz the Conqueror
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend lore
Actions
Multiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +8
, Common, Elvish, Infernal, Sylvan
Challenge 2 (450 XP)
Special Equipment. Mary wears bracers of defense and a ring of protection, and carries a deck of several things (see appendix D).
Fey Presence
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Elvenkind hidden in a hollow. One of the boots holds a leather pouch containing thin ivory plates whose illustrations resemble those of the storied Deck of Many Things. The deck is nonmagical and worth
Ancestry trait automatically succeed on the saving throw. An affected creature resists any attempt to forcibly remove it from the garden. If the creature is removed from the garden, it is overcome with
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Spaceship Locations, Level 1 The first level of the spaceship is the main deck, comprising offices, living quarters, and recreational amenities. In addition to the locations detailed here, map 7.1
doors to the tubes for them. Characters who refuse to assist Aphelion and access the tube by their own means are greeted by an unlit metal shaft without functioning antigravity. Deck Map. A screen
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15
goblins are chained here, taken prisoner during the course of several skirmishes. Every so often, the kobolds remove a goblin from the room and ransom it back to the goblins (for a price of 2d10 sp
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
abandoned her. A local vagrant claims to have seen Aurayaun climb up and remove the sign-shield late on the night she went missing, then vanish into an alley with a cloaked figure. Since then, though
tables on the upper deck beneath hanging lanterns, smoking and drinking between wagers, while a more raucous crowd congregates around bars and gambling tables on the decks below. Mandorcai’s Mansion The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
abandoned her. A local vagrant claims to have seen Aurayaun climb up and remove the sign-shield late on the night she went missing, then vanish into an alley with a cloaked figure. Since then, though
of repair. On warm days and evenings, respectable clients can sit at tables on the upper deck beneath hanging lanterns, smoking and drinking between wagers, while a more raucous crowd congregates






