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Returning 35 results for 'bow bead diffusing chosen removed'.
Spells
Player’s Handbook
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot
spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended.
If a creature touches the glowing bead before the spell ends, that creature
Magic Items
Dungeon Master’s Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using
Spells
Player’s Handbook
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.
Magic Items
Dungeon Master’s Guide
you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
Necklace of Prayer Beads
Legacy
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Magic Items
Basic Rules (2014)
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace
can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is
Delayed Blast Fireball
Legacy
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Spells
Basic Rules (2014)
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your
concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that
Magic Items
Eberron: Rising from the Last War
of artisan’s tools of your choice
One kind of musical instrument of your choice
When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the
check, instead of your normal proficiency bonus.
Symbiotic Nature. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to
Spells
Xanathar's Guide to Everything
wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its
and any conditions removed.
You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Summon Celestial
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Spells
Tasha’s Cauldron of Everything
;— Proficiency Bonus equals your bonus
Actions
Multiattack. The celestial makes a number of attacks equal to half this spell’s level (rounded down).
Radiant Bow (Avenger Only
target. The chosen creature gains 1d10 temporary hit points.
Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.
Spells
Lost Laboratory of Kwalish
100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
A bedroom with a bed, chairs, chest
room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the
Warforged
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Species
Eberron: Rising from the Last War
chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.
Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads
exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads
exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius
spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius
spell’s base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads
exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or
because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or
because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a
Magic Items
Tasha’s Cauldron of Everything
’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
it are removed. When you use this action, a shimmering image of a unicorn’s horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at
Monsters
Fizban's Treasury of Dragons
creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a DC 23 Strength saving throw. On a failed save, the
chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses
Monsters
Fizban's Treasury of Dragons
creates a shining bead of gravitational force in its mouth, then releases the energy in a 60-foot cone. Each creature in that area must make a DC 20 Strength saving throw. On a failed save, the
and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number
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 of your prison. You draw no more cards.
Euryale. The card's medusa
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor. Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Church, Crunch
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor. Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Hand Thieves’ tools One kind of artisan’s tools of your choice One kind of musical instrument of your choice When you make an ability check using the chosen proficiency, you add double your proficiency
bonus to the check, instead of your normal proficiency bonus. Symbiotic Nature. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(each marked with an X on map 10).
Muiral collected the skulls long ago, and the drow have chosen not to disturb them. A creature that approaches within 5 feet of a pile can hear faint, dying screams emanating from the skulls. A skull removed from a pile falls silent.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
2 Eldritch Occultant, Bring Out Your Dead
3 Bead of Instant Karma, Death’s Omen
4 Bead of Diverted Karma, Correct the Balance
Proficiencies and Starting Equipment As a rank 1
occultant, you gain proficiency with one of the following of your choice: cook’s utensils, leatherworker’s tools, or weaver’s tools. Head office also grants you the use of a tool kit for your chosen
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
other with a low circular table between them.
Octobass. An octobass, a 12-foot-tall fiddle, leans in the northeast corner, its bow on the floor nearby. Trapped in the octobass is a naked old man (a
shapechanged gray slaad).
Maddgoth removed the slaad’s control gem and, for fun, ordered the creature to crawl inside the octobass and remain there. The old man claims to be Zartem, a wizard whom
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in the boat’s bow is the star-gem of Mo-Pelar, one of the two treasures the characters require to fulfill Amun Sa’s quest. It can be removed from its niche on the floating boat with a gentle twist
of this stone treasury. Several jars rest inside the boat, whose bow features an empty, fist-sized indent.
A mural on the east wall depicts the boat sailing on the clouds with a glittering gemstone
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or
when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
an artificer to customize the look of their face, limbs, and plating. Warforged Traits Creature Type: Construct
Size: Medium (about 6–8 feet tall) or Small (about 3–4 feet tall), chosen when you
end the Poisoned condition. Integrated Protection. You gain a +1 bonus to your Armor Class. In addition, armor you have donned can’t be removed against your will while you’re alive. Sentry’s Rest
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
spirit makes a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
Healing Touch (1/Day). The spirit touches another creature. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell’s level Radiant damage.
Radiant Mace
within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.
Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
makes a number of attacks equal to half this spell’s level (rounded down).
Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6
damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.
Healing Touch (1/Day). The celestial touches
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
). Knock spells and similar magic are likewise ineffective until the ice is removed. Pushing on the doors are six berserkers (CE male and female Uthgardt humans) of the Great Worm tribe. Overseeing them
members are horrified to learn that their chieftain is dead. Until a new great chief is chosen, they either flee from the characters or allow them to pass through their territory unmolested. They will






