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Returning 35 results for 'boat before device cloak repeat'.
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Magic Items
Dungeon Master’s Guide
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.
Fan (Uncommon). If you are on a boat or ship, you can take a Magic action to
Wings of Flying
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as
Equipment
communicate remotely with each other through the device. Whenever the charmed Construct takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Disrupt. Constructs of
This small handheld device features a glass pane with a glowing display that responds to your touch.
The controller is powered by an energy cell stored in the device. Placing a full energy cell in
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
Token (Tree);Tree
91-00
Feather Token (Whip);Whip
Feather Token (Anchor);Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be
Quaal's Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
Token (Tree);Tree
91-00
Feather Token (Whip);Whip
Feather Token (Anchor);Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be
Monsters
Icewind Dale: Rime of the Frostmaiden
(4d8 + 4);{"diceNotation":"4d8+4","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end
ceremorph often carries a home-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables
Monsters
Mordenkainen Presents: Monsters of the Multiverse
30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.
Spellcasting. The blackguard casts one of the following spells, using Charisma as
resemble a death mask
4
Cloak decorated with bloody handprints
5
Curls of inky smoke seeping from armor at the joints
6
Dozens of flies buzzing about the blackguard
7
Severed hand
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet
.
Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on
Monsters
Fizban's Treasury of Dragons
to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the
draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, so foot soldiers sometimes disguise themselves to get close to enemies before springing an
Monsters
Dragonlance: Shadow of the Dragon Queen
to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the
a cloak or robe, and baaz draconians disguise themselves to spy for the Dragon Armies. The sight of dragons drives baaz draconians into a deadly furor. When baaz draconians die, their bodies turn to
Monsters
Fizban's Treasury of Dragons
psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local
their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at
Backgrounds
Baldur’s Gate: Descent into Avernus
how toughs gather at the Blushing Mermaid or how brash patriars congregate at the Helm and Cloak. After a successful performance, you may meet an enthusiastic member of the crowd — someone of an
follow me around.
4
I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5
I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6
Despite my best efforts, I am unreliable to my friends.
Monsters
Fizban's Treasury of Dragons
weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural
, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wings of Flying Wondrous item, rare (requires attunement) While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on
your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for 1d12 hours.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
determines it randomly. d100 Feather Token d100 Feather Token 01–20 Anchor 51–65 Swan boat 21–35 Bird 66–90 Tree 36–50 Fan 91–00 Whip Anchor. You can use an action to touch the token to a boat or ship
at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. Fan. If you are on a boat or ship, you can
Monsters
Icewind Dale: Rime of the Frostmaiden
creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points
thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determines it randomly.
d100 Feather Token
01–20 Anchor
21–35 Bird
36–50 Fan
51–65 Swan boat
66–90 Tree
91–00 Whip
Anchor. You can use an action to
touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. Fan (Uncommon) If you are on a boat or ship, you can take a Magic action to toss the token
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. Fan (Uncommon) If you are on a boat or ship, you can take a Magic action to toss the token
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Arcana Tables Arcana—Common 1d100 Item 01–02 Bead of Nourishment 03–04 Bead of Refreshment 05–07 Candle of the Deep 08–10 Cloak of Billowing 11–13 Cloak of Many Fashions 14–15 Clothes of Mending
Cloak of Protection 14 Cloak of the Manta Ray 15 Decanter of Endless Water 16 Deck of Illusions 17–18 Driftglobe 19–20 Dust of Disappearance 21 Dust of Dryness 22 Dust of Sneezing and Choking 23–24
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dimensional Loop Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you
already have darkvision, its range increases by 30 feet. Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Implements Tables Implements—Common 1d100 Item 01–02 Bead of Nourishment 03–04 Bead of Refreshment 05–06 Boots of False Tracks 07–08 Candle of the Deep 09–10 Charlatan’s Die 11–13 Cloak of Many
Bag of Holding 11–12 Boots of Elvenkind 13–14 Boots of Striding and Springing 15–16 Boots of the Winterlands 17–18 Broom of Flying 19–20 Cap of Water Breathing 21–22 Cloak of Elvenkind 23–24 Cloak of
Monsters
Fizban's Treasury of Dragons
deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to
abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get
Monsters
Fizban's Treasury of Dragons
disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences
cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
resemble a death mask 4 Cloak decorated with bloody handprints 5 Curls of inky smoke seeping from armor at the joints 6 Dozens of flies buzzing about the blackguard 7 Severed hand hanging from a
target can repeat the saving throw, ending the effect on itself on a success.
Spellcasting. The blackguard casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
incapable of flight—though they do afford the draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, so foot soldiers sometimes disguise themselves to get
on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and sneak up on them. Taking a boat downriver, landing, and sneaking back is also a viable option. The area atop the cliffs is wooded, but an open field lies below and behind the soldiers’ position
Keep sits the creation of the tinker gnome Than: a people-launching device called a gnomeflinger (described in appendix A). If using the gnomeflinger comes up, Becklin or Darrett suggests consulting with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have seen the ship, row ashore and pick the characters up (say in the cave below the haunted house), that takes 15 or 20 minutes. The characters then board the fishing boat, which is rowed out toward the
ship. The journey to the ship takes 30 minutes (20 minutes with more than two rowing), but if the boat is to approach the Sea Ghost from the seaward side, another 5 minutes should be added. The ship
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time a creature picks up the Summer Star, its core glows with a golden radiance as bright as a candle flame. Unless the creature drops the device immediately, the light suddenly blossoms, becoming
a 10-foot-radius sphere of incinerating golden radiance centered on the device. Each creature in the sphere must make a DC 17 Constitution saving throw, taking 90 (10d10 + 35) radiant damage on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of the warehouse. Each wears a hooded cloak and wields a shortsword. The corpses belong to five human Zhentarim sellswords (the same ones who kidnapped Floon and Renaer) and seven human Xanathar Guild
interrogation, they repeat the following phrases: In a deep voice with an orcish accent: “Xanathar sends its regards.” In a thin, nasally voice: “Tie up the pretty boy in the back room!” and “Follow
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
into clicking and popping noises. Among the words the monodrones repeat are “march,” “Mechanus,” “seventeen” (the number of cycles of the plane of Mechanus that mark the Great Modron March), and “lost
Labyrinth, explaining that a malfunctioning “Orderer” is there. The characters might know the device by its other name: the Maze Engine. Because the device was built on Mechanus, its magical energy
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
information below when shown the scroll. Aunt Dellie Aunt Dellie (Medium, Chaotic Good Commoner) is a human skimmer boat pilot with a skeptical mind, a soft heart, a loud laugh, and a talent for learning
an elf soldier with a Tiny blue finch perched on the right shoulder of her green cloak. She barters for supplies at the Listening Post’s trading hub. When Friendly, Taelyn shares the following: “Last
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Ask how each character reacts to what they see. Regardless, the figure responds in the following way: The figure’s head snaps up, glaring with piercing, yellow eyes. What you took for a cloak spreads
investigates the spot the figure vanished from finds a number of sizable black feathers, one for each character. They also find a planchette—a device tied to communicating with the dead—decorated with
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dangerous politics of the Nine Hells. A pit fiend is a hulking monster with a whip-like tail and enormous wings that it wraps around itself like a cloak. Armored scales cover its body, and its fanged maw
target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables the weapon to fire 50 shots. After its last shot is
expended, the device becomes inoperable. The energy cell can’t be removed without destroying the weapon. Gnome Ceremorph
Small aberration, any alignment
Armor Class 16 (breastplate)
Hit Points 58






