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Returning 35 results for 'bond body during change remain'.
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Spells
Player’s Handbook
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of
sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where
Spells
Player’s Handbook
a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move
up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
Monsters
Waterdeep: Dungeon of the Mad Mage
damage.The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an invisible body.
bond, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank, stoneskin
classes
Whether it be some distant doppelganger heritage or over-exposure to biomantic magic, your body thrums with the potential for change. Though you may try to channel that power into those around you
, the magic that inoculates your body is just as likely to change you, transforming you into a myriad of magical morphs. Will you end up with two left feet and paper-thin skin, or rake through your enemies with toxic claws as spells bounce off of your reflective carapace?
Monsters
Mordenkainen Presents: Monsters of the Multiverse
change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting
any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can’t change its texture to that of a grassy or snow-covered surface, but it is just
Meld into Stone
Legacy
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Spells
Basic Rules (2014)
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into
Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use
magic-items
at a time. A messenger can only remain active for 8 hours after it detaches from a warforged body, after which time its energy dissipates and it gains the Unconscious condition. An Unconscious
take a Magic action to integrate a Final Messenger into your body. While it is part of your body, the messenger cannot be targeted by any attack. You can only have one messenger attached to your body
Monsters
Quests from the Infinite Staircase
withered flowers, rootlike tentacles, and a fleshy growth atop its body that it uses to lure prey toward its fang-filled maw.
Wolves-in-sheep’s-clothing can reshape their lures to mimic the
Harmless Lure. The wolf-in-sheep’s-clothing can change the color, texture, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action
Monsters
The Wild Beyond the Witchlight
points at the start of her turn as long as both twins are alive and within 60 feet of each other. A twin dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Twin Bond
the masks they wear; Gleam wears a crescent moon mask, and Glister wears a sun mask.
Blessed by Corellon, the twins can each change their sex at the end of a long rest, though one twin rarely does so
Magic Items
The Book of Many Things
curse to you. As long as you remain cursed, you’re unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body
, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and
Astral Projection
Legacy
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Spells
Basic Rules (2014)
your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you
feats
. While you remain alive, armor you have donned can’t be targeted by any effect (such as the Heat Metal spell or the antennae of a rust monster) against your will.
Adamantine Body. Any Critical Hit against you becomes a normal hit.
Levitate
Legacy
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Spells
Basic Rules (2014)
as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up
or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Reincarnate
Legacy
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Spells
Basic Rules (2014)
body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that
Monsters
Van Richten’s Guide to Ravenloft
. Eladrin crave change, yet Isolde felt like she was frozen in time. She wished to leave the fey carnival and pursue other dreams, but Zybilna wouldn’t hear of it and secretly used wish spells to make
become the masters of hers. To appease Zybilna, this arrangement would remain in place only until the two carnivals crossed paths again.
Zybilna was intrigued enough by the shadar-kai to let Isolde go
Alter Self
Legacy
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Spells
Basic Rules (2014)
action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe
underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your
Magic Items
The Book of Many Things
until you are targeted by a Remove Curse spell or similar magic. You cannot discard the shield, and remain attuned to it, as long as you are cursed. As long as you are cursed, you are sluggish. Your
speed is halved. When you roll initiative, treat the roll on your d20 as a 1. You can’t change your initiative by any means.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
typically has one or more pupils who are druid;druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid uses their Change
elemental
4
Giant crocodile
5
Mammoth
6
Flail snail
7
Triceratops
8
Water elemental
Change Shape (2/Day). The archdruid magically transforms into a Beast or an
Monsters
Guildmasters’ Guide to Ravnica
they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel.
Blood Bond
. Consuming a creature's blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim.Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
classes
Whether it be some distant doppelganger heritage or over-exposure to biomantic magic, your body thrums with the potential for change. Though you may try to channel that power into those around you
, the magic that inoculates your body is just as likely to change you, transforming you into a myriad of magical morphs. Will you end up with two left feet and paper-thin skin, or rake through your enemies with toxic claws as spells bounce off of your reflective carapace?
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt
Seeming
Legacy
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Spells
Basic Rules (2014)
foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a
Yuan-ti Malison (Type 2)
Legacy
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Monsters
Monster Manual (2014)
;t transformed. It doesn’t change form if it dies.
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can
spells and other magical effects.
Malison Type. The yuan-ti malison (type 2) has a Human head and body with snakes for armsMultiattack (Yuan-ti Form Only). The yuan-ti makes two bite attacks using its
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
magic-items
the weapon to burrow into your flesh. You can end the weapon’s bond as a Magic action, causing the tendrils to retract so you can release the weapon. You can remain attuned to the weapon
extrudes sharp thorns and that creature takes 1d4 Piercing damage each turn.
While attuned to and wielding this weapon, you can take a Bonus Action to bond to it, causing tendrils from the hilt of
Equipment
proficiency in Arcana. To complete a body modification, the subject must remain inside the tank while the operator touches the metal orbs outside the enucleator for 1 hour. If this work is interrupted
Lord Syuul;Lord Syuul's psionic enucleator can be used to modify the body of any creature inside its tank. The device must be operated by another creature who can manifest a psionic power or who has