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Returning 35 results for 'blade becoming diffusing chanting retract'.
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Magic Items
Wayfinder's Guide to Eberron
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire
attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Monsters
Princes of the Apocalypse
Death Burst. When the stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding stonemelder must
","rollAction":"Spellcasting"} to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): acid splash, blade ward, light, mending
Magic Items
Infernal Machine Rebuild
version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its
surroundings to appear reflected in the blade as if in a state of decay.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Armblade Weapon (any one-handed melee weapon), common (requires attunement by a warforged) An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you’re
attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. As a bonus action, you can retract the armblade into your forearm or extend it from there
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Armblade Weapon (any one-handed melee weapon), common (requires attunement by a warforged) An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you’re
attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. As a bonus action, you can retract the armblade into your forearm or extend it from there
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Armblade Weapon (any one-handed melee weapon), common (requires attunement by a warforged) An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you’re
attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. As a bonus action, you can retract the armblade into your forearm or extend it from there
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Armblade Weapon (any one-handed melee weapon), common (requires attunement by a warforged) An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you’re
attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. As a bonus action, you can retract the armblade into your forearm or extend it from there
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Armblade Weapon (any one-handed melee weapon), common (requires attunement by a warforged) An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you’re
attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. As a bonus action, you can retract the armblade into your forearm or extend it from there
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Armblade Weapon (any one-handed melee weapon), common (requires attunement by a warforged) An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you’re
attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. As a bonus action, you can retract the armblade into your forearm or extend it from there
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
them. Raising the lever causes the walls to retract. Any creature or object crushed between the walls takes 44 (8d10) bludgeoning damage and is restrained by the walls until they retract. The second
it, becoming visible as they do so.
Bunk Beds. Four stone bunk beds are pushed against the long walls of the room.
The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
them. Raising the lever causes the walls to retract. Any creature or object crushed between the walls takes 44 (8d10) bludgeoning damage and is restrained by the walls until they retract. The second
it, becoming visible as they do so.
Bunk Beds. Four stone bunk beds are pushed against the long walls of the room.
The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
them. Raising the lever causes the walls to retract. Any creature or object crushed between the walls takes 44 (8d10) bludgeoning damage and is restrained by the walls until they retract. The second
it, becoming visible as they do so.
Bunk Beds. Four stone bunk beds are pushed against the long walls of the room.
The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Gambler’s Blade Weapon (any sword), rare (requires attunement) Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for
the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. Curse. This weapon is cursed, and becoming attuned to it extends
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Gambler’s Blade Weapon (any sword), rare (requires attunement) Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for
the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. Curse. This weapon is cursed, and becoming attuned to it extends
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Gambler’s Blade Weapon (any sword), rare (requires attunement) Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for
the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. Curse. This weapon is cursed, and becoming attuned to it extends
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Halls of Worship Cultists gather in this area to worship Shar and suffer Keresta’s tests of devotion. 7a. Crawling Rats Characters hear human voices chanting as they approach this chamber, which
kneel on rough woven mats in the center of this area, chanting in low tones. A human cult fanatic engulfed in a swarm of rats stands quietly in their midst.
The kneeling cultists are named Caradoc
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Halls of Worship Cultists gather in this area to worship Shar and suffer Keresta’s tests of devotion. 7a. Crawling Rats Characters hear human voices chanting as they approach this chamber, which
kneel on rough woven mats in the center of this area, chanting in low tones. A human cult fanatic engulfed in a swarm of rats stands quietly in their midst.
The kneeling cultists are named Caradoc
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Halls of Worship Cultists gather in this area to worship Shar and suffer Keresta’s tests of devotion. 7a. Crawling Rats Characters hear human voices chanting as they approach this chamber, which
kneel on rough woven mats in the center of this area, chanting in low tones. A human cult fanatic engulfed in a swarm of rats stands quietly in their midst.
The kneeling cultists are named Caradoc
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Blade of the Medusa Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution
to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
use the weapon as his own phylactery.) A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The
blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay. You gain a +2 bonus to attack and damage rolls made with this magic
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Blade of the Medusa Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution
to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Blade of the Medusa Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution
to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
use the weapon as his own phylactery.) A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The
blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay. You gain a +2 bonus to attack and damage rolls made with this magic
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
use the weapon as his own phylactery.) A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The
blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay. You gain a +2 bonus to attack and damage rolls made with this magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of Dhakaan — live on after death, becoming the patron ancestors of the Tairnadal. Upon reaching adulthood, a Tairnadal elf forms a bond with one of these ancestors and strives to follow in
weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are strong, sharp, and remarkably light. Each
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of Dhakaan — live on after death, becoming the patron ancestors of the Tairnadal. Upon reaching adulthood, a Tairnadal elf forms a bond with one of these ancestors and strives to follow in
weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are strong, sharp, and remarkably light. Each
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of Dhakaan — live on after death, becoming the patron ancestors of the Tairnadal. Upon reaching adulthood, a Tairnadal elf forms a bond with one of these ancestors and strives to follow in
weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are strong, sharp, and remarkably light. Each
classes
Basic Rules (2014)
shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep
nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.
For a monk, becoming an
classes
Basic Rules (2014)
; activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
becoming a druid was part of your character’s destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into place or retract it. This once-grand hall is dimly lit by chandeliers that are missing most of their candles. Three long tables in the center of the hall are littered with dirty dishes, which a
only to keep Caer-Dineval’s townsfolk from becoming restless. Thus, when necessary, Kadroth has the town speaker brought to his office to sign official documents. Ring of Keys. In addition to his
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
almost like a second skin. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as
you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into place or retract it. This once-grand hall is dimly lit by chandeliers that are missing most of their candles. Three long tables in the center of the hall are littered with dirty dishes, which a
only to keep Caer-Dineval’s townsfolk from becoming restless. Thus, when necessary, Kadroth has the town speaker brought to his office to sign official documents. Ring of Keys. In addition to his






