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Returning 35 results for 'blinded back daily cat rune'.
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Spells
Player’s Handbook
effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to
0–20
The target dies.
21–30
The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40
The target has the Blinded and Deafened conditions for 10 minutes.
41–50
The target has the Deafened condition for 1 minute.
Magic Items
Dungeon Master’s Guide
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.
A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a
Magic Items
Dungeon Master’s Guide
staff and turn the spell back on its caster as if you had cast the spell.
Resist Enchantment. If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save
into a successful one. You can’t use this property of the staff again until the next dawn.
Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.
Magic Items
Dungeon Master’s Guide
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power
Magic Items
Dungeon Master’s Guide
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
Magic Items
Eberron: Forge of the Artificer
charges and force the attacker to make a DC 15 Constitution saving throw. On a failed save, the attacker has the Blinded condition until the end of its next turn. The weapon regains 1d4 expended charges daily at dawn.
Monsters
Bigby Presents: Glory of the Giants
grinning cat is slain, 2d12;{"diceNotation":"2d12", "rollType":"roll", "rollAction":"Whiskers"} of its whiskers can be retrieved for this purpose.Fade Back. The grinning cat becomes visible or makes part of
Magic Resistance. The grinning cat has advantage on saving throws against spells and other magical effects.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Stone Rune. The giant has a stone rune inscribed on a mineral object in its possession. While
holding or wearing the object bearing the rune, the giant can use its Prismatic Rays action.
The object bearing the rune has AC 18; 30 hit points; and immunity to necrotic, poison, and psychic damage. The
Monsters
Bigby Presents: Glory of the Giants
Blood Rune. The fomorian has a blood rune inscribed on an effigy or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
Magic Items
Bigby Presents: Glory of the Giants
The back of this weatherworn leather glove is adorned with three large metal hooks shaped like a mole’s claws. Stitched into the glove’s palm is the mountain rune.
The glove is
blindsight to 15 feet.
Invoking the Rune. As an action, you can invoke the glove’s rune to bolster yourself with the sturdiness of the earth. Spend and roll a number of your unspent Hit Dice up to a
Divine Word
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Spells
Basic Rules (2014)
Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
50 hit points or fewer: deafened for 1 minute
40 hit points or fewer: deafened and blinded for 10
minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a
Magic Items
The Book of Many Things
create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended charges daily at dawn.
. While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you
Magic Items
Bigby Presents: Glory of the Giants
A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.
While wearing this item, you have resistance to necrotic damage
. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action.
Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of
Mislead
Legacy
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Spells
Basic Rules (2014)
you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Project Image
Legacy
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Spells
Basic Rules (2014)
, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the
Monsters
Mythic Odysseys of Theros
collect along the Tartyx River and reclaiming wayward souls that try to slip back to the mortal world. This means lampads are most often spotted in graveyards, crumbling crypts, and tunnels that bore
mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times
Monsters
Planescape: Adventures in the Multiverse
powerful, hocked legs carry them over great distances. These good-natured, boisterous Celestials boast their might in contests of strength and rarely back down from a challenge. Tough and courageous
Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals
Monsters
Mythic Odysseys of Theros
they can to maximize the impending devastation.
Honor Among Fey. Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work
mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Two Heads. The sorrowsworn has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Rising Anger. If another creature deals damage to the
violence to sustain their existence, angry sorrowsworn—sometimes called the Angry—grow more powerful when their foes fight back. If a creature opts not to attack, though, this sorrowsworn
Spells
Fizban's Treasury of Dragons
of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the
creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.
Monsters
The Wild Beyond the Witchlight
charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last charge"}; on a 1, the staff is destroyed.Multiattack. Skylla makes two
their back on me.”
Ideal. “Power is what I crave. One can never have too much of it.”
Bond. “Baba Yaga is my patron, and she has taught me to be self-reliant. Nevertheless, I
Staff of Charming
Legacy
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Magic Items
Basic Rules (2014)
expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Magic Items
The Book of Many Things
must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn.
Cursed. The goggles are cursed, and becoming attuned to them extends the
target rolls a 20 on the d20 for the saving throw, the goggles expose you to a flash of violent bright light. As a result, you have the blinded condition for 24 hours.
Monsters
Baldur’s Gate: Descent into Avernus
daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and
many allies as possible. Should one or more of his comrades fall in battle, Arkhan uses revivify and raise dead spells to bring them back to life as soon as possible.
If Arkhan finds himself overwhelmed
Magic Items
Tomb of Annihilation
This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
Backgrounds
The Wild Beyond the Witchlight
under the Feywild’s spell and learned a little about the nature of the mercurial tricksters that dwell there.
When you finally returned to your home plane, you did not come back unchanged. You
with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home.
Skill Proficiencies: Deception
Magic Items
Monstrous Compendium Vol. 2: Dragonlance Creatures
weapon has 6 charges. When you hit a creature with an attack using this weapon, you can expend one charge to force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is blinded until the start of your next turn. The weapon regains 1d6 expended charges daily at dawn.
Monsters
Fizban's Treasury of Dragons
":"Caustic Mist", "rollDamageType":"acid"} acid damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded.
Shapechanger
. The mimic transforms into a hoard or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its
Yuan-ti Anathema
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Monsters
Volo's Guide to Monsters
giant constrictor snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Six Heads. The anathema has advantage on
Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.Multiattack (Anathema Form Only). The anathema makes two claw attacks
Moonblade
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.
A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The
first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moonblade an additional property. The DM chooses each property or
Magic Items
Mythic Odysseys of Theros
rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic.
Magic Sling Bullets
d4
bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it.
Backgrounds
The Wild Beyond the Witchlight
You crept into the Witchlight Carnival as a child or youth and never looked back, earning a place among those who work behind the scenes to keep the carnival in business. As a hand, you work hard and
party hard. The carnival has borne you to many fantastic worlds, circling back around to your home world once every eight years, but you know almost nothing about these worlds because you spend all
Monsters
Curse of Strahd
feet and its high jump is up to 10 feet, with or without a running start.20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed
example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab’s pincer, and one leg that ends in
Gnome
Legacy
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Species
Basic Rules (2014)
;s loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mage’s familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow
stare, then appeared to go back to sleep.
— Richard Lee Byers, The Black Bouquet
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit
Tarrasque
Legacy
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Monsters
Basic Rules (2014)
":"roll","rollAction":"Reflective Carapace"}. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the
swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6);{"diceNotation":"16d6","rollType":"damage






