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Returning 35 results for 'break before danger continual removed'.
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breath before danger continue remote
breaks before danger continue remote
bear before danger continue remote
broad before danger continue remote
bead before danger continue remote
Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Properties of the Hand. When you are attuned to the hand, your alignment is Neutral Evil
Monsters
Strixhaven: A Curriculum of Chaos
casts the spell, the creature takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Pact of Suffering", "rollDamageType":"psychic"} psychic damage, which can’t break the
creature dies if this effect reduces its hit point maximum to 0. The blessing can be removed only by a wish spell.Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its hit point maximum is reduced by 7 (2d6);{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater
wherever they go. When armies recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose
classes
Basic Rules (2014)
the latest challenger to her authority over their tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face
sufficient to defeat whatever threats arise.
A Life of Danger
A barbarian plays an important role as a protector of their people and a leader in times of war. Life in the wild places of the world is
Monsters
Van Richten’s Guide to Ravenloft
’s lycanthropy becomes a werewolf. This form of lycanthropy can’t be removed while the loup garou that inflicted the curse lives. See the Monster Manual for details on lycanthropy.
Once a loup
broken, and the target returns to its normal form and gains 3 levels of exhaustion. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for 1
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
To attune to the hand, you must lop off your left hand at the wrist and the press
the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Random Properties. The Eye of Vecna and the Hand of Vecna
Monsters
Eberron: Rising from the Last War
silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above.
As long as the
Khatesh understand what forces they are dealing with, or recognize the danger inherent in her gifts.
The Queen of Shadows. An entity of shadow, Sul Khatesh can assume any form. Her favored shape is a twelve
Monsters
Mordenkainen Presents: Monsters of the Multiverse
−5, the object is destroyed. The penalty on an object can be removed by the mending spell.
Spellcasting. Juiblex casts one of the following spells, requiring no material components and using Wisdom
as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength
Backgrounds
Baldur’s Gate: Descent into Avernus
find a way to salvation.
2
You helped break a Guild protection racket afflicting a community of immigrants in the Outer City. Now, you can’t travel through that part of the city without your
, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
BALDUR’S GATE FEATURE
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
lasts for 24 hours or until you break it.
3
The Golden Age of Dhakaan (golden goblin bicuspid)
10 goblin;goblins, 1 goblin boss
When you are hit by an attack and an ally is within 5 feet of you
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
enough for Miska to exit, so Miska is widening it. If he can break free, he can join the battle his forces are engaged in and revel in chaos once again. If the rod is removed or knocked aside, the seal
with Miska’s slow emergence; until Miska claws his way free and defeats Lolth’s forces, Kas can’t assault Vecna. And all the while, the portal to the demiplane Miska is trapped in is in danger of being swallowed by the Ruinous Sea.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
enough for Miska to exit, so Miska is widening it. If he can break free, he can join the battle his forces are engaged in and revel in chaos once again. If the rod is removed or knocked aside, the seal
with Miska’s slow emergence; until Miska claws his way free and defeats Lolth’s forces, Kas can’t assault Vecna. And all the while, the portal to the demiplane Miska is trapped in is in danger of being swallowed by the Ruinous Sea.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
enough for Miska to exit, so Miska is widening it. If he can break free, he can join the battle his forces are engaged in and revel in chaos once again. If the rod is removed or knocked aside, the seal
with Miska’s slow emergence; until Miska claws his way free and defeats Lolth’s forces, Kas can’t assault Vecna. And all the while, the portal to the demiplane Miska is trapped in is in danger of being swallowed by the Ruinous Sea.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of stone rafters that resembles a giant web. Hanging from this web by silken strands are spider-shaped lanterns containing flickering purple flames (created by continual flame spells). A few hanging
the rafters. All the objects are carved with web patterns or shaped in the likeness of spiders.
Floor. The black marble floor has silver, web-like veins running through it.
The entire room is dimly lit by the lanterns. A spider lantern’s light goes out if it’s removed from this room.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of stone rafters that resembles a giant web. Hanging from this web by silken strands are spider-shaped lanterns containing flickering purple flames (created by continual flame spells). A few hanging
the rafters. All the objects are carved with web patterns or shaped in the likeness of spiders.
Floor. The black marble floor has silver, web-like veins running through it.
The entire room is dimly lit by the lanterns. A spider lantern’s light goes out if it’s removed from this room.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of stone rafters that resembles a giant web. Hanging from this web by silken strands are spider-shaped lanterns containing flickering purple flames (created by continual flame spells). A few hanging
the rafters. All the objects are carved with web patterns or shaped in the likeness of spiders.
Floor. The black marble floor has silver, web-like veins running through it.
The entire room is dimly lit by the lanterns. A spider lantern’s light goes out if it’s removed from this room.
Magic Items
Tomb of Annihilation
.
Frozen Time. As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed
rumored to possess other properties that can be activated only by an evil being whose will the ring can’t break. Frost giant;Frost Giants have long believed that the ring can be used to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
magic. Over time, these unpredictable magical forces break down the failed or ill-conceived student projects disposed of within. Because of its air of danger and relative isolation, the Furygale
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
magic. Over time, these unpredictable magical forces break down the failed or ill-conceived student projects disposed of within. Because of its air of danger and relative isolation, the Furygale
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
magic. Over time, these unpredictable magical forces break down the failed or ill-conceived student projects disposed of within. Because of its air of danger and relative isolation, the Furygale
Monsters
Curse of Strahd
.
Stake to the Heart. If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity. While
, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
characters make a greater impact on the world, they face greater danger whether they want to or not. Powerful factions see them as a threat and plot against them, while friendly ones court their favor in
hopes of striking a useful alliance. The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
characters make a greater impact on the world, they face greater danger whether they want to or not. Powerful factions see them as a threat and plot against them, while friendly ones court their favor in
hopes of striking a useful alliance. The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
characters make a greater impact on the world, they face greater danger whether they want to or not. Powerful factions see them as a threat and plot against them, while friendly ones court their favor in
hopes of striking a useful alliance. The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Transmutation Classroom Light. The 20-foot-high room is lit by continual flame spells cast on wall sconces spaced 15 feet apart. The flames shift color every minute.
Circle. Inscribed inside a
doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Transmutation Classroom Light. The 20-foot-high room is lit by continual flame spells cast on wall sconces spaced 15 feet apart. The flames shift color every minute.
Circle. Inscribed inside a
doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Transmutation Classroom Light. The 20-foot-high room is lit by continual flame spells cast on wall sconces spaced 15 feet apart. The flames shift color every minute.
Circle. Inscribed inside a
doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
on a successful one. Light. This area is brightly lit by continual flame spells cast on wall sconces. Smoke. The smoke is from a smoke bomb dropped by the giff when the extraction force moved to
break Miken out of his makeshift brig. The smoke makes the hallway lightly obscured. Creatures Two wounded githyanki warriors (each with 30 hit points remaining) have Miken (an apprentice wizard with 2
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
on a successful one. Light. This area is brightly lit by continual flame spells cast on wall sconces. Smoke. The smoke is from a smoke bomb dropped by the giff when the extraction force moved to
break Miken out of his makeshift brig. The smoke makes the hallway lightly obscured. Creatures Two wounded githyanki warriors (each with 30 hit points remaining) have Miken (an apprentice wizard with 2
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
on a successful one. Light. This area is brightly lit by continual flame spells cast on wall sconces. Smoke. The smoke is from a smoke bomb dropped by the giff when the extraction force moved to
break Miken out of his makeshift brig. The smoke makes the hallway lightly obscured. Creatures Two wounded githyanki warriors (each with 30 hit points remaining) have Miken (an apprentice wizard with 2
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to address the fiends gathered below. Fights frequently break out between the yugoloths as they jostle for his attention. Zariel’s assassins often lurk here, so Mordenkainen presents a simulacrum of
his true self that disintegrates into a pile of snow if it is destroyed. The real archmage remains deep inside his tower and swiftly shunts the building to another plane in times of danger. If the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to address the fiends gathered below. Fights frequently break out between the yugoloths as they jostle for his attention. Zariel’s assassins often lurk here, so Mordenkainen presents a simulacrum of
his true self that disintegrates into a pile of snow if it is destroyed. The real archmage remains deep inside his tower and swiftly shunts the building to another plane in times of danger. If the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to address the fiends gathered below. Fights frequently break out between the yugoloths as they jostle for his attention. Zariel’s assassins often lurk here, so Mordenkainen presents a simulacrum of
his true self that disintegrates into a pile of snow if it is destroyed. The real archmage remains deep inside his tower and swiftly shunts the building to another plane in times of danger. If the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
roofs that any creature with a Burrow Speed can break through to create an opening to the surface. As a Search action, a character who examines a breakaway roof can make a DC 15 Intelligence
(Investigation) check. On a success, the character can tell that the roof has been structurally weakened but is in no danger of collapsing on its own. A character with Tremorsense has Advantage on this check
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
roofs that any creature with a Burrow Speed can break through to create an opening to the surface. As a Search action, a character who examines a breakaway roof can make a DC 15 Intelligence
(Investigation) check. On a success, the character can tell that the roof has been structurally weakened but is in no danger of collapsing on its own. A character with Tremorsense has Advantage on this check