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Returning 35 results for 'being both drive carried replace'.
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Monsters
Monster Manual
. It can replace one attack with a use of Infernal Tail.
Searing Fork. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Searing Fork"}, reach 10 ft. Hit: 15 (2d8
);{"diceNotation":"5d8+4", "rollType":"damage", "rollAction":"Hurl Flame", "rollDamageType":"Fire"} Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning
Monsters
Forgotten Realms: Adventures in Faerûn
three attacks, using Corrosive Burst or Paralyzing Touch in any combination. He can replace two attacks with a use of Spellcasting.
Corrosive Burst. Melee or Ranged Attack Roll: +13;{"diceNotation
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
Monsters
Forgotten Realms: Adventures in Faerûn
attacks. He can replace one attack with a use of Spellcasting to cast Blight or Ray of Sickness (level 6 version).
Rend. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit
dracoliches, magically bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and
Monsters
Curse of Strahd
damage. If the target is a flammable object that isn’t being worn or carried, it catches fire.Izek and his sister were born in Vallaki. One morning, their father and their uncle took them
fishing on Lake Zarovich. On the way back to town, a dire wolf attacked Izek and bit off his right arm. His father carried Izek back to town while his uncle distracted the beast. His sister ran and hid in
Magic Items
Tasha’s Cauldron of Everything
you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.
As an
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
Monsters
Vecna: Eve of Ruin
’t being worn or carried.
Magic Resistance. Camlash has advantage on saving throws against spells and other magical effects.
Spider Aura. Camlash is surrounded by tiny biting spiders that
turn.Multiattack. Camlash makes one Flaming Whip attack and one Lightning Blade attack. Camlash can replace one of these attacks with Teleport.
Flaming Whip. Melee Weapon Attack: +15;{"diceNotation":"1d20+15
Dragonborn
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
foreign house. The sword at his back was the same, though, the one he had carried since even before he had found the twins left in swaddling at the gates of Arush Vayem.
For all her life, Farideh had
to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.
A continual drive for
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
difficult and struggle to say the right thing in social situations.
3
My intensity can drive others away.
4
I hold grudges and have difficulty forgiving others.
5
I become irrational when
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
unpleasantly from the motion of the larvae gorging on their insides, creating the false impression that they still live. Because of this, the mere sight of a hellwasp nest has been known to drive
mortals mad. This entry describes a typical nest, such as the one Lulu is carried to from Haruman’s Hill. When the characters encounter their first hellwasp nest, read or paraphrase the following boxed text
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
unpleasantly from the motion of the larvae gorging on their insides, creating the false impression that they still live. Because of this, the mere sight of a hellwasp nest has been known to drive
mortals mad. This entry describes a typical nest, such as the one Lulu is carried to from Haruman’s Hill. When the characters encounter their first hellwasp nest, read or paraphrase the following boxed text
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
unpleasantly from the motion of the larvae gorging on their insides, creating the false impression that they still live. Because of this, the mere sight of a hellwasp nest has been known to drive
mortals mad. This entry describes a typical nest, such as the one Lulu is carried to from Haruman’s Hill. When the characters encounter their first hellwasp nest, read or paraphrase the following boxed text
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
bond to a patron ancestor, a place in a warband, and a chance at immortality? Or are you more interested in building a homeland for your own people? As a native, do you want to work with the elves or do you want to drive them out—and if so, who do you want to replace them?
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
in studying and manipulating the Prophecy—could easily become involved in interhouse intrigue.
You can replace one or more of these conflicts with others fromEberron: Rising from the Last War or
drive a significant conflict. You might emphasize the rivalry between the economic strength of the dragonmarked houses and the waning political power of the nations of Khorvaire, with one or more
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
in studying and manipulating the Prophecy—could easily become involved in interhouse intrigue.
You can replace one or more of these conflicts with others fromEberron: Rising from the Last War or
drive a significant conflict. You might emphasize the rivalry between the economic strength of the dragonmarked houses and the waning political power of the nations of Khorvaire, with one or more
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
bond to a patron ancestor, a place in a warband, and a chance at immortality? Or are you more interested in building a homeland for your own people? As a native, do you want to work with the elves or do you want to drive them out—and if so, who do you want to replace them?
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
in studying and manipulating the Prophecy—could easily become involved in interhouse intrigue.
You can replace one or more of these conflicts with others fromEberron: Rising from the Last War or
drive a significant conflict. You might emphasize the rivalry between the economic strength of the dragonmarked houses and the waning political power of the nations of Khorvaire, with one or more
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
bond to a patron ancestor, a place in a warband, and a chance at immortality? Or are you more interested in building a homeland for your own people? As a native, do you want to work with the elves or do you want to drive them out—and if so, who do you want to replace them?
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the
book. The new spell must be of the transmutation school. As an 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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the
book. The new spell must be of the transmutation school. As an 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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the
book. The new spell must be of the transmutation school. As an 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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the elves or do you want to drive them out—and if so, who do you want to replace them? Animal Companions. Feytouched beasts play an important role in Valenar society. The Valenar are known for their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the elves or do you want to drive them out—and if so, who do you want to replace them? Animal Companions. Feytouched beasts play an important role in Valenar society. The Valenar are known for their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the elves or do you want to drive them out—and if so, who do you want to replace them? Animal Companions. Feytouched beasts play an important role in Valenar society. The Valenar are known for their
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mark of Storm Traits If your half-elf character has the Mark of Storm, the following traits replace the half-elf’s Ability Score Increase and Skill Versatility traits in the Player’s Handbook
object that is neither held nor carried and that weighs no more than 5 pounds. This object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to pass over the 10-foot-square area triggers the glyph and must succeed on a DC 20 Wisdom saving throw or be transformed into a monster with average hit points. All items worn or carried by the
, it reverts to its original form and is stable at 0 hit points. Once a glyph is triggered, it disappears, rendering its space safe to pass through until Arcturia sees fit to replace it. A successful dispel magic spell (DC 17) cast on a glyph removes it.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mark of Storm Traits If your half-elf character has the Mark of Storm, the following traits replace the half-elf’s Ability Score Increase and Skill Versatility traits in the Player’s Handbook
object that is neither held nor carried and that weighs no more than 5 pounds. This object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mark of Storm Traits If your half-elf character has the Mark of Storm, the following traits replace the half-elf’s Ability Score Increase and Skill Versatility traits in the Player’s Handbook
object that is neither held nor carried and that weighs no more than 5 pounds. This object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to pass over the 10-foot-square area triggers the glyph and must succeed on a DC 20 Wisdom saving throw or be transformed into a monster with average hit points. All items worn or carried by the
, it reverts to its original form and is stable at 0 hit points. Once a glyph is triggered, it disappears, rendering its space safe to pass through until Arcturia sees fit to replace it. A successful dispel magic spell (DC 17) cast on a glyph removes it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to pass over the 10-foot-square area triggers the glyph and must succeed on a DC 20 Wisdom saving throw or be transformed into a monster with average hit points. All items worn or carried by the
, it reverts to its original form and is stable at 0 hit points. Once a glyph is triggered, it disappears, rendering its space safe to pass through until Arcturia sees fit to replace it. A successful dispel magic spell (DC 17) cast on a glyph removes it.
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
drive the giant away.
2
An adult topaz dragon and an adult bronze dragon are finding their centuries-old enmity turning into a more romantic passion.
3
A djinni hopes to convince a topaz
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
right arm. His father carried Izek back to town while his uncle distracted the beast. His sister ran and hid in the woods and was never seen again. Unlike his sister, Izek was born without a soul. As
dirty work, Izek awakened from a drunken stupor one morning to find that he had grown a new arm to replace the one he had lost. The new appendage has barbed spines, elongated fingers, and long nails
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
right arm. His father carried Izek back to town while his uncle distracted the beast. His sister ran and hid in the woods and was never seen again. Unlike his sister, Izek was born without a soul. As
dirty work, Izek awakened from a drunken stupor one morning to find that he had grown a new arm to replace the one he had lost. The new appendage has barbed spines, elongated fingers, and long nails
Compendium
- Sources->Dungeons & Dragons->Monster Manual
fearsome claws, crushing horns, and fiery breath, chimeras are tempests of ferocity, driven by their three heads’ conflicting instincts. Their heads agree on little but their desires to feed and to drive
; PB +3)
Actions
Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available.
Bite. Melee Attack
Compendium
- Sources->Dungeons & Dragons->Monster Manual
fearsome claws, crushing horns, and fiery breath, chimeras are tempests of ferocity, driven by their three heads’ conflicting instincts. Their heads agree on little but their desires to feed and to drive
; PB +3)
Actions
Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available.
Bite. Melee Attack