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Returning 35 results for 'being been diffusing carried rare'.
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Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. Rings Left to Right: Water Walking, Ram, and X-Ray Vision
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. Rings Left to Right: Water Walking, Ram, and X-Ray Vision
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. Rings Left to Right: Water Walking, Ram, and X-Ray Vision
Monsters
Fizban's Treasury of Dragons
that isn’t being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 20
creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost always to bolster the defenses of the dragon’s lair and hoard.
Ancient Sapphire Dragon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Badge of the Watch Wondrous item, rare (requires attunement by someone designated by the Open Lord of Waterdeep) A badge of the Watch is given only to those who have earned the trust of the Open
Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep’s City Watch, bears the emblem of Waterdeep and is meant to be worn or carried. While wearing the badge, you gain a +2 bonus to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Blasting Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a
. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of the Ram Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its
feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of the Ram Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its
feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Blasting Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a
. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of the Ram Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its
feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Badge of the Watch Wondrous item, rare (requires attunement by someone designated by the Open Lord of Waterdeep) A badge of the Watch is given only to those who have earned the trust of the Open
Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep’s City Watch, bears the emblem of Waterdeep and is meant to be worn or carried. While wearing the badge, you gain a +2 bonus to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Blasting Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a
. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Blasting Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a
. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of the Ram Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its
feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Badge of the Watch Wondrous item, rare (requires attunement by someone designated by the Open Lord of Waterdeep) A badge of the Watch is given only to those who have earned the trust of the Open
Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep’s City Watch, bears the emblem of Waterdeep and is meant to be worn or carried. While wearing the badge, you gain a +2 bonus to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of the Ram Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its
feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of the Ram Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its
feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Blasting Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a
. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Blasting Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a
. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
(Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8
Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Thunderous Greatclub Weapon (Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that
score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
(Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8
Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
(Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8
Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Thunderous Greatclub Weapon (Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that
score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
(Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8
Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Thunderous Greatclub Weapon (Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that
score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following






