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Returning 35 results for 'being bad diffusing cause robe'.
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Magic Items
Dungeon Master’s Guide
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of
dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage
Robe of Scintillating Colors
Legacy
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Magic Items
Basic Rules (2014)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling
hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack
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
(losing initiative ties), Halaster takes a lair action to cause one of the following effects:
Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30
Monsters
Princes of the Apocalypse
uses her lair action to cause one of the following effects:
Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a DC 20 Strength
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
Robe of Scintillating Colors Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
Robe of Scintillating Colors Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action
Deck of Many Things
Legacy
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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
.
Skull. You summon an avatar of death--a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
Ethereal Plane, out to a range of 120 feet. The eyes on 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for
Robe of Scintillating Colors Wondrous item, very rare (requires attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
Ethereal Plane, out to a range of 120 feet. The eyes on 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
Ethereal Plane, out to a range of 120 feet. The eyes on 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
Robe of Scintillating Colors Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for
Robe of Scintillating Colors Wondrous item, very rare (requires attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
Robe of Scintillating Colors Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
Robe of Scintillating Colors Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for
Robe of Scintillating Colors Wondrous item, very rare (requires attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light
Robe of Scintillating Colors Wondrous Item, Very Rare (Requires Attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action
Orc
Legacy
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Species
Volo's Guide to Monsters
authority and cause the tribe to collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Backgrounds
Sword Coast Adventurer's Guide
;t a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Feature: All Eyes on You
Your accent, mannerisms, figures of
can face any adversity in this strange land.
2
The gods of my people are a comfort to me so far from home.
3
I hold no greater cause than my service to my people.
4
My freedom is my
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
justice. 3 Magnet for Trouble. Maybe you trust people too easily or it’s just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they’re running. 4
warforged are not always certain, you take up their cause. 6 Criminals. When a criminal has been wronged but doesn’t want to be brought to justice they come to you, trusting (rightly or wrongly) that you won’t turn them in.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Bad Dreams The characters’ sleep in the slave pen is troubled and fitful, filled with strange dreams and disturbing images. Dark shadows seem to move and reach out toward them as the characters
depths — something far worse than the drow. You need not explain the cause of these dreams and images at this time. Characters can chalk them up to the conditions in the slave pen, or to the aftereffects
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
justice. 3 Magnet for Trouble. Maybe you trust people too easily or it’s just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they’re running. 4
warforged are not always certain, you take up their cause. 6 Criminals. When a criminal has been wronged but doesn’t want to be brought to justice they come to you, trusting (rightly or wrongly) that you won’t turn them in.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Bad Dreams The characters’ sleep in the slave pen is troubled and fitful, filled with strange dreams and disturbing images. Dark shadows seem to move and reach out toward them as the characters
depths — something far worse than the drow. You need not explain the cause of these dreams and images at this time. Characters can chalk them up to the conditions in the slave pen, or to the aftereffects
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Bad Dreams The characters’ sleep in the slave pen is troubled and fitful, filled with strange dreams and disturbing images. Dark shadows seem to move and reach out toward them as the characters
depths — something far worse than the drow. You need not explain the cause of these dreams and images at this time. Characters can chalk them up to the conditions in the slave pen, or to the aftereffects
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
justice. 3 Magnet for Trouble. Maybe you trust people too easily or it’s just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they’re running. 4
warforged are not always certain, you take up their cause. 6 Criminals. When a criminal has been wronged but doesn’t want to be brought to justice they come to you, trusting (rightly or wrongly) that you won’t turn them in.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Stat Block: Commoner
One of the Borderlands’ oldest and wisest residents was banished from the keep for crimes she didn’t commit.
Bad Reputation. Xanthe was wrongfully exiled for using occult magic
by adding one or more Zombies, which aid the cultists as undead thralls.
Fooling the Cultists. The cultists are Indifferent toward any character wearing a Cultist’s Robe, which they might have
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Stat Block: Commoner
One of the Borderlands’ oldest and wisest residents was banished from the keep for crimes she didn’t commit.
Bad Reputation. Xanthe was wrongfully exiled for using occult magic
by adding one or more Zombies, which aid the cultists as undead thralls.
Fooling the Cultists. The cultists are Indifferent toward any character wearing a Cultist’s Robe, which they might have
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Stat Block: Commoner
One of the Borderlands’ oldest and wisest residents was banished from the keep for crimes she didn’t commit.
Bad Reputation. Xanthe was wrongfully exiled for using occult magic
by adding one or more Zombies, which aid the cultists as undead thralls.
Fooling the Cultists. The cultists are Indifferent toward any character wearing a Cultist’s Robe, which they might have
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Fey host might be regarded as an insult and cause a hubbub, if not a revocation of the Fey host’s hospitality. A trusty Fey guide can provide invaluable assistance in navigating such delicate
; this is why refusing a gift from a Fey creature can cause them consternation, as they’re trying to right a perceived imbalance by giving the gift. But accepting a gift from a Fey can cause problems for
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Fey host might be regarded as an insult and cause a hubbub, if not a revocation of the Fey host’s hospitality. A trusty Fey guide can provide invaluable assistance in navigating such delicate
; this is why refusing a gift from a Fey creature can cause them consternation, as they’re trying to right a perceived imbalance by giving the gift. But accepting a gift from a Fey can cause problems for
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Fey host might be regarded as an insult and cause a hubbub, if not a revocation of the Fey host’s hospitality. A trusty Fey guide can provide invaluable assistance in navigating such delicate
; this is why refusing a gift from a Fey creature can cause them consternation, as they’re trying to right a perceived imbalance by giving the gift. But accepting a gift from a Fey can cause problems for
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
befriended them with a few sweet fruits and brought them back to the night market. He now bribes his invisible friends with fruit to cause disruptions around Tyenmo Noodles and Xungoon Family Seafood. He
them as a vapid tradition created to provide cheap thrills. Kasem encourages the characters to enjoy their evening, avoid the Market Games, and stay away from vendors who give the market a bad name. Any
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Story Overview Krenko is the boss of a notorious goblin mob, and he has made his fortune and built his reputation by mostly staying out of the guilds’ way. He has managed to cause no end of trouble
, a rival goblin gang that often deals in illicit arms. Rumors swirled that Krenko killed Dargig, the youngest of the three brothers, after a weapons drop went bad. The remaining two brothers, Rikkig
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Story Overview Krenko is the boss of a notorious goblin mob, and he has made his fortune and built his reputation by mostly staying out of the guilds’ way. He has managed to cause no end of trouble
, a rival goblin gang that often deals in illicit arms. Rumors swirled that Krenko killed Dargig, the youngest of the three brothers, after a weapons drop went bad. The remaining two brothers, Rikkig
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
befriended them with a few sweet fruits and brought them back to the night market. He now bribes his invisible friends with fruit to cause disruptions around Tyenmo Noodles and Xungoon Family Seafood. He
them as a vapid tradition created to provide cheap thrills. Kasem encourages the characters to enjoy their evening, avoid the Market Games, and stay away from vendors who give the market a bad name. Any






