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Returning 35 results for 'boots blade diffusing checks regain'.
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Magic Items
Dungeon Master’s Guide
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Magic Items
Dungeon Master’s Guide
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
Monsters
Monster Manual
Incapacitated condition.
Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.Dragon-Tooth Blade. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType
":"to hit", "rollAction":"Dragon-Tooth Blade"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Dragon-Tooth Blade", "rollDamageType":"Piercing"} Piercing damage
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain Hit Points or gain
the Deafened condition until the start of the swarm’s next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls.Bludgeoning, Piercing, Slashing
Magic Items
Dungeon Master’s Guide
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage
Magic Items
Dungeon Master’s Guide
Initiative rolls and Wisdom (Perception) checks.
Ioun Stone of Fortitude;Fortitude (Very Rare). Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Ioun
Stone of Protection;Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head.
Ioun Stone of Regeneration;Regeneration (Legendary). You regain 15 Hit Points at
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
can. Sammaster personally checks in on the cult’s most important plots, often surprising his minions with his presence.
Rather than keep a soul jar as liches do, Sammaster keeps a magical soul
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
efficiently as he can. Sammaster personally checks in on the cult’s most important plots, often surprising his minions with his presence.
Rather than keep a soul jar as liches do, Sammaster keeps
Winged Boots
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of
Redcap
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Iron Boots. While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn
.
Ironbound Pursuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Iron Boots. While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn
.
Ironbound Pursuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4);{"diceNotation
Magic Items
Bigby Presents: Glory of the Giants
advantage on Wisdom (Survival) checks.
Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn.
This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have
Monsters
Baldur’s Gate: Descent into Avernus
Iron Boots. While moving, the madcap has disadvantage on Dexterity (Stealth) checks.
Outsize Strength. While grappling, the madcap is considered to be Medium. Also, wielding a heavy weapon doesn
.
Ironbound Pursuit. The madcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4);{"diceNotation
Magic Items
Storm King's Thunder
property, you can’t use it again until you finish a short or long rest.
Winter’s Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish
a short or long rest.
Gift of Frost. You can transfer the shard’s magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The
Monsters
The Book of Many Things
Winged Boots, which grant her a flying speed (included in her statistics). She also carries one half of a pair of Sending Stones; the other half of the pair is held by Euryale.Multiattack. Asteria
makes two Radiant Blade attacks and uses Bursting Benediction.
Radiant Blade. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Radiant Blade"} to hit, reach 5 ft
Monsters
Dragonlance: Shadow of the Dragon Queen
three Enervating Blade or Throwing Axe attacks in any combination.
Enervating Blade. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Enervating Blade"} to hit, reach
5 ft., one target. Hit: 15 (3d6 + 5);{"diceNotation":"3d6+5", "rollType":"damage", "rollAction":"Enervating Blade", "rollDamageType":"necrotic"} necrotic damage, and if the target is a creature, it
Monsters
Waterdeep: Dragon Heist
weapons, he carries four packets of smokepowder and a pouch containing twenty pistol bullets.
He wears a pair of drow-made boots of elvenkind granting advantage on Dexterity (Stealth) checks that rely on
lights
1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on
Magic Items
Storm King's Thunder
, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength
;t use it again until you finish a short or long rest.
Gift of Stone. You can transfer the orb’s magic to a nonmagical item — a shield or a pair of boots — by tracing the stein rune
Monsters
Strixhaven: A Curriculum of Chaos
Multiattack. The professor makes two Spatial Blade attacks.
Spatial Blade. Melee or Ranged Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Spatial Blade"} to hit (the
target can’t benefit from cover less than total cover), reach 5 ft. or range 120 ft., one target. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Spatial Blade
Equipment
A Concealed Blade is a dagger built into a mechanism hidden within a bracer or gauntlet. When you roll Initiative, you can make a Dexterity (Deception) check opposed by others’ Wisdom
(Perception) checks. You have Advantage on the first attack made in the first round of combat against any enemy who failed their check.
Monsters
Out of the Abyss
Special Equipment. Droki wears boots of speed.
Insanity. Droki has advantage on saving throws against being charmed or frightened.
Innate Spellcasting. Droki’s innate spellcasting ability is
disadvantage on the attack roll.
Sunlight Sensitivity. While in sunlight, Droki has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. Droki makes two
Equipment
This one-handed axe has a pick on the opposite end of the blade. You can choose to deal either slashing damage or piercing damage, depending on which end you use to attack. If you are proficient with
axes, you can add your proficiency bonus on any checks made to climb a vertical surface when wielding it.
Magic Items
Storm King's Thunder
wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so.
Boots/Cloak. The pair of boots or cloak is now a rare magic item that requires attunement. While wearing
’t use it again until you finish a short or long rest.
Gift of Wind. You can transfer the pennant’s magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak &mdash
Swarm of Rats
Legacy
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Monsters
Basic Rules (2014)
Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening
large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.Bite. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Bite"} to hit, reach
Swarm of Bats
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Echolocation. The swarm can't use its blindsight while deafened.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
Swarm. The swarm can occupy another
creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.Bite. Melee Weapon Attack: +4
Monsters
Mythic Odysseys of Theros
spellcasting ability is Wisdom (spell save DC 18). The rider can innately cast the following spells, requiring no material components:
At will: command, compelled duel
1/day each: banishment, blade barrier
rider makes three attacks with its ashen blade or two attacks with its bolt of ash.
Ashen Blade. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Ashen Blade"} to hit
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Sunlight Weakness. While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws.Multiattack. The assassin makes two Shadow Blade attacks.
Shadow Blade. Melee
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Flyby. The faerie doesn’t provoke opportunity attack;opportunity attacks when it flies out of an enemy’s reach.Needle Blade. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType
":"to hit", "rollAction":"Needle Blade"} to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5);{"diceNotation":"1d4+5", "rollType":"damage", "rollAction":"Needle Blade", "rollDamageType":"piercing"} piercing
Duergar Soulblade
Legacy
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Monsters
Out of the Abyss
can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated
attacks). It can innately cast the following spells, requiring no components:
At will: blade ward, true strike
3/day each: jump, hunter's mark
Sunlight Sensitivity. While in sunlight, the duergar has
Diseased Giant Rat
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is
contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6);{"diceNotation":"1d6","rollType
Monsters
Tales from the Yawning Portal
Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening
large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.Bite. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Bite"} to hit, reach
Monsters
The Book of Many Things
needing to make an ability check.Multiattack. The corrupter makes three Whispering Blade attacks and can use Debilitating Touch.
Whispering Blade. Melee or Ranged Weapon Attack: +12;{"diceNotation":"1d20
+12", "rollType":"to hit", "rollAction":"Whispering Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d8 + 6);{"diceNotation":"1d8+6", "rollType":"damage", "rollAction":"Whispering
Monsters
The Book of Many Things
Legendary Resistance (2/Day). If the assassin fails a saving throw, it can choose to succeed instead.Multiattack. The assassin makes two Poison Blade attacks.
Poison Blade. Melee or Ranged Weapon
Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Poison Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage
Monsters
The Book of Many Things
can’t be targeted by divination magic or features that would read its mind or determine its creature type.Multiattack. The infiltrator makes two Poison Blade attacks and can use Beguiling
Whisper.
Poison Blade. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Poison Blade"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d4 + 5
magic-items
This set of six-sided dice is indistinguishable from nonmagical dice. While attuned to the dice, you gain the following benefits.
Luck. The dice have 6 charges and regain 1d6 charges daily at dawn
. When you fail a D20 Test, you can expend 1 charge to reroll the test if you don’t have the Incapacitated condition. You must use the new roll.
Loaded. When you use this magic item to play a dice game, you have Advantage on ability checks made to determine the winner of the game.






