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Returning 35 results for 'benefit both drawing constructs resolve'.
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Feats
Forgotten Realms: Heroes of Faerûn
, provided its Speed isn’t 0.
Additionally, you bolster the targets’ resolve, which lasts for 1 minute or until you have the Incapacitated condition. While bolstered, a target can’t be
possessed or gain the Charmed or Frightened condition; if a target is already possessed, Charmed, or Frightened, the target has Advantage on any new saving throw against the relevant effect.
Once you use this benefit, you can’t do so again until you finish a Long Rest.
Antitoxin
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Monsters
Candlekeep Mysteries
Unusual Nature. The commoner doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless
":"Club","rollDamageType":"bludgeoning"} bludgeoning damage.To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers. Magic
Magic Items
Waterdeep: Dungeon of the Mad Mage
) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties.
Winter’s Friend. You are immune to
has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
Magic Items
The Book of Many Things
.
Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours.
Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no
the next 8 hours, you can add your proficiency bonus to your initiative rolls.
Day. You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest.
Destiny. This card protects
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Crossbow Expert Is it intentional that the second benefit of Crossbow Expert helps ranged spell attacks? Yes, it’s intentional. When you make a ranged attack roll within 5 feet of an enemy, you
normally suffer disadvantage. The second benefit of Crossbow Expert prevents you from suffering that disadvantage, whether or not the ranged attack is with a crossbow. When designing a feat with a narrow
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Crossbow Expert Is it intentional that the second benefit of Crossbow Expert helps ranged spell attacks? Yes, it’s intentional. When you make a ranged attack roll within 5 feet of an enemy, you
normally suffer disadvantage. The second benefit of Crossbow Expert prevents you from suffering that disadvantage, whether or not the ranged attack is with a crossbow. When designing a feat with a narrow
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Crossbow Expert Is it intentional that the second benefit of Crossbow Expert helps ranged spell attacks? Yes, it’s intentional. When you make a ranged attack roll within 5 feet of an enemy, you
normally suffer disadvantage. The second benefit of Crossbow Expert prevents you from suffering that disadvantage, whether or not the ranged attack is with a crossbow. When designing a feat with a narrow
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures benefit from an atmosphere of dread, conceived through a combination of terrifying narratives, dramatic presentation, and game elements encouraging fear. Drawing out the anxiety and anticipation
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures benefit from an atmosphere of dread, conceived through a combination of terrifying narratives, dramatic presentation, and game elements encouraging fear. Drawing out the anxiety and anticipation
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures benefit from an atmosphere of dread, conceived through a combination of terrifying narratives, dramatic presentation, and game elements encouraging fear. Drawing out the anxiety and anticipation
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
child, Edith made a pact with the hag, trading her little brother for all the candy she could ever want for herself. Impressed at Edith’s wit and callous resolve, the hag accepted, and Edith departed the
unpleasant folk on errands to the hag’s cottage, which she falsely claims is owned by her older sister. To avoid drawing suspicion, Edith moves her shop to a new town every few years.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
child, Edith made a pact with the hag, trading her little brother for all the candy she could ever want for herself. Impressed at Edith’s wit and callous resolve, the hag accepted, and Edith departed the
unpleasant folk on errands to the hag’s cottage, which she falsely claims is owned by her older sister. To avoid drawing suspicion, Edith moves her shop to a new town every few years.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
child, Edith made a pact with the hag, trading her little brother for all the candy she could ever want for herself. Impressed at Edith’s wit and callous resolve, the hag accepted, and Edith departed the
unpleasant folk on errands to the hag’s cottage, which she falsely claims is owned by her older sister. To avoid drawing suspicion, Edith moves her shop to a new town every few years.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Constructed Commoners To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers (see the accompanying stat block). Magic
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sorcerer Practice and study are for amateurs. True power is a birthright.
— Hennet, scion of Tiamat
When it comes to drawing forth their abilities in times of need, sorcerers have it easy
sit well with many folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many sorcerers succeed in overcoming that prejudice through deeds that benefit their
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sorcerer Practice and study are for amateurs. True power is a birthright.
— Hennet, scion of Tiamat
When it comes to drawing forth their abilities in times of need, sorcerers have it easy
sit well with many folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many sorcerers succeed in overcoming that prejudice through deeds that benefit their
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Sorcerer Practice and study are for amateurs. True power is a birthright.
— Hennet, scion of Tiamat
When it comes to drawing forth their abilities in times of need, sorcerers have it easy
sit well with many folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, many sorcerers succeed in overcoming that prejudice through deeds that benefit their
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Constructed Commoners To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers (see the accompanying stat block). Magic
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Constructed Commoners To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers (see the accompanying stat block). Magic
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
from the constructs’ tail stingers.
Arbalests. A dozen arbalests (use quadrone statistics) flit around the arch. Each arbalest resembles an oversized repeating crossbow with mechanical wings and
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
from the constructs’ tail stingers.
Arbalests. A dozen arbalests (use quadrone statistics) flit around the arch. Each arbalest resembles an oversized repeating crossbow with mechanical wings and
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
from the constructs’ tail stingers.
Arbalests. A dozen arbalests (use quadrone statistics) flit around the arch. Each arbalest resembles an oversized repeating crossbow with mechanical wings and
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components. Churning Hull A tempest rages within these
vessel’s hull was crafted in the Feywild under the direction of master eladrin shipwrights. It is a living plant, drawing sustenance from water and sunlight. Vines covered in thick leaves hang over
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components. Churning Hull A tempest rages within these
vessel’s hull was crafted in the Feywild under the direction of master eladrin shipwrights. It is a living plant, drawing sustenance from water and sunlight. Vines covered in thick leaves hang over
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components. Churning Hull A tempest rages within these
vessel’s hull was crafted in the Feywild under the direction of master eladrin shipwrights. It is a living plant, drawing sustenance from water and sunlight. Vines covered in thick leaves hang over
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
Roleplaying With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
Roleplaying With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
Roleplaying With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
Roleplaying With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
Roleplaying With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
Roleplaying With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does






