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Returning 35 results for 'borders belong diffusing carried require'.
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Spells
Player’s Handbook
With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below
effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
Monsters
Mythic Odysseys of Theros
lasts until the target finishes a short or long rest.These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would
pass, and they slay those who defy them.
Undead Nature. A phylaskia doesn't require air, food, drink, or sleep.Necrotic, Poison
Nystul's Magic Aura
Legacy
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Spells
Player’s Handbook (2014)
carried or worn by another creature.When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day
magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific
Monsters
The Wild Beyond the Witchlight
on a DC 18 Intelligence (Investigation) check to discern that Squirt is animate.
Unusual Nature. Squirt doesn’t require air, food, drink, or sleep.Slam. Melee Weapon Attack: +4;{"diceNotation
was carried to the Feywild by dwarves hoping to harvest boggle oil. Though the expedition was a success, the dwarves were put to sleep by pixie magic. During a celebration that erupted around them, an
Arcanist's Magic Aura
Legacy
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Spells
Basic Rules (2014)
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or
detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic
Guild Artisan / Guild Merchant
Legacy
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Backgrounds
Player’s Handbook (2014)
connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain
in the guild’s good graces.
Variant Guild Artisan: Guild Merchant
Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don&rsquo
Backgrounds
Ghosts of Saltmarsh
On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master’s oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of
recover it.
2
I intend to become the leader of the network of smugglers that I belong to.
3
I owe a debt that cannot be repaid in gold.
4
After one last job, I will retire from the
Monsters
Van Richten’s Guide to Ravenloft
. The juggernaut doesn’t require air, food, drink, or sleep.Multiattack. The juggernaut makes two attacks. It can replace one attack with Deadly Shaping if it is ready.
Executioner’s Pick
(10d10);{"diceNotation":"10d10","rollType":"damage","rollAction":"Implacable Advance","rollDamageType":"bludgeoning"} bludgeoning damage if it isn’t being worn or carried.
Rapid Shaping (Costs 3
Monsters
Fizban's Treasury of Dragons
greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction
;re being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm’s telekinetic grip. At the end of a creature’s turn, it can
Monsters
Fizban's Treasury of Dragons
greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction
;re being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm’s telekinetic grip. At the end of a creature’s turn, it can
Monsters
Fizban's Treasury of Dragons
greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction
;re being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm’s telekinetic grip. At the end of a creature’s turn, it can
Monsters
Fizban's Treasury of Dragons
greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction
;re being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm’s telekinetic grip. At the end of a creature’s turn, it can
Monsters
Fizban's Treasury of Dragons
greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction
;re being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm’s telekinetic grip. At the end of a creature’s turn, it can
Backgrounds
Baldur’s Gate: Descent into Avernus
innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of
your district.
Variant Guild Artisan: Guild Merchant
Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don’t craft items yourself
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
open until no more movement is detected. Some doors are color coded and require a key card to open. A creature carrying the appropriate key card can open a locked door by standing within 10 feet of the
door and uttering the command word “open” in Infernal. Doors that require key cards to unlock are color coded on map 17.2 and called out in the text. The color of the door indicates the type of key
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
open until no more movement is detected. Some doors are color coded and require a key card to open. A creature carrying the appropriate key card can open a locked door by standing within 10 feet of the
door and uttering the command word “open” in Infernal. Doors that require key cards to unlock are color coded on map 17.2 and called out in the text. The color of the door indicates the type of key
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
open until no more movement is detected. Some doors are color coded and require a key card to open. A creature carrying the appropriate key card can open a locked door by standing within 10 feet of the
door and uttering the command word “open” in Infernal. Doors that require key cards to unlock are color coded on map 17.2 and called out in the text. The color of the door indicates the type of key
Kobold
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Species
Volo's Guide to Monsters
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Mists The Mists can always be found at a domain’s borders but can also appear in dense banks that rise wherever adventures demand. Such banks might veil strangers or hidden foes, or they can
wherever these wicked forces desire. The Dark Powers also grant Darklords limited ability to manipulate the Mists surrounding their domains, allowing most to open or close their domains’ borders to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Mists The Mists can always be found at a domain’s borders but can also appear in dense banks that rise wherever adventures demand. Such banks might veil strangers or hidden foes, or they can
wherever these wicked forces desire. The Dark Powers also grant Darklords limited ability to manipulate the Mists surrounding their domains, allowing most to open or close their domains’ borders to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Mists The Mists can always be found at a domain’s borders but can also appear in dense banks that rise wherever adventures demand. Such banks might veil strangers or hidden foes, or they can
wherever these wicked forces desire. The Dark Powers also grant Darklords limited ability to manipulate the Mists surrounding their domains, allowing most to open or close their domains’ borders to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the
make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the
make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one
magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one
magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the
make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the
make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the
make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one
magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the
make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
pays each member of your group an amount equal to 10 gp × the average level of your characters per day you spend on the mission. House Services. When you require the services provided by your patron
papers guarantee you the right to travel freely across national borders on the business of your patron house. (If you assert that you are on the business of the house, even if you aren’t, border agents are unlikely to challenge you.)
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
pays each member of your group an amount equal to 10 gp × the average level of your characters per day you spend on the mission. House Services. When you require the services provided by your patron
papers guarantee you the right to travel freely across national borders on the business of your patron house. (If you assert that you are on the business of the house, even if you aren’t, border agents are unlikely to challenge you.)
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
pays each member of your group an amount equal to 10 gp × the average level of your characters per day you spend on the mission. House Services. When you require the services provided by your patron
papers guarantee you the right to travel freely across national borders on the business of your patron house. (If you assert that you are on the business of the house, even if you aren’t, border agents are unlikely to challenge you.)
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don’t require air, food, or drink. Items worn or carried by you are unaffected. 8
choose a new name for yourself. The borders of Baba Yaga’s domain are patrolled by her dancing hut,
which doesn’t dance so much as stomp trespassers into the ground
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don’t require air, food, or drink. Items worn or carried by you are unaffected. 8
choose a new name for yourself. The borders of Baba Yaga’s domain are patrolled by her dancing hut,
which doesn’t dance so much as stomp trespassers into the ground






