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Returning 35 results for 'calling wearing removes'.
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Magic Items
Dungeon Master’s Guide
When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Dice
;Hit Point Die you spend.
This potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Magic Items
Van Richten’s Guide to Ravenloft
until either Harkon Lukas removes the necklace from you or you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the necklace.
Upon donning or
removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again.
Monsters
The Wild Beyond the Witchlight
, without informing the rest of his family, Urmius bought a run-down carnival and persuaded Naeryx to help him operate it. Naeryx and Urmius—now calling themselves Mister Witch and Mister Light
see the seeds of doubt in the carnival staff.”NecroticBlessing of the Raven Queen (1/Day). Witch magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an
Monsters
Planescape: Adventures in the Multiverse
baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.The baernaloth can take up to three reactions per round but only one per turn
one or more of the following effects:
Persistent Anguish. Within 10 miles of a baernaloth’s lair, when a creature casts a spell that either restores hit points or removes the charmed or
Solar
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
creature's turn. The solar regains spent legendary actions at the start of its turn.
Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an
. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.Necrotic, PoisonRadiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Unicorn
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
","rollType":"heal","rollAction":"Healing Touch"} hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The unicorn magically teleports
itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.The unicorn
monsters
’s graveknight. Success: The curse ends, and the creature is immune to this Graveknight’s Curse until it removes the armor and dons it again.
Rejuvenation. If the graveknight is
creature is wearing the graveknight’s armor when the graveknight rejuvenates, that creature dies and their body merges with the graveknight. The graveknight can be permanently destroyed only by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Potion of Vitality Potion, Very Rare When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number
of Hit Points for any Hit Point Die you spend. This potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Vitality Potion, Very Rare When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number
of Hit Points for any Hit Point Die you spend. This potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Potion of Vitality Potion, Very Rare When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number
of Hit Points for any Hit Point Die you spend. This potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Potion of Vitality Potion, very rare When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the
maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Potion of Vitality Potion, Very Rare When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number
of Hit Points for any Hit Point Die you spend. This potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Potion of Vitality Potion, very rare When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the
maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Potion of Vitality Potion, very rare When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the
maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Potion of Vitality Potion, very rare When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the
maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
described in area 5a. If the party doesn’t release him, he breaks free himself after an hour. Dranzorg torments the party and rampages through the house, calling for Mara to face him. Once freed, he
can help them defeat Dranzorg. Eternal Rivals. Dranzorg focuses his attacks on the character wearing Mara’s armor. If a character wearing Mara’s armor is reduced to fewer than half their hit points
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
described in area 5a. If the party doesn’t release him, he breaks free himself after an hour. Dranzorg torments the party and rampages through the house, calling for Mara to face him. Once freed, he
can help them defeat Dranzorg. Eternal Rivals. Dranzorg focuses his attacks on the character wearing Mara’s armor. If a character wearing Mara’s armor is reduced to fewer than half their hit points
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
leads the procession. The carriage bears a large man wearing a white mask and vines of jeli flowers. He waves to the adoring public as figures in gowns and head scarves the color of jeli flowers march
—calling him the “Prince of Vice”—to attract his attention. A character who asks a bystander about the significance of the Prince of Vice, or who succeeds on a DC 14 Intelligence (History) check, learns
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
leads the procession. The carriage bears a large man wearing a white mask and vines of jeli flowers. He waves to the adoring public as figures in gowns and head scarves the color of jeli flowers march
—calling him the “Prince of Vice”—to attract his attention. A character who asks a bystander about the significance of the Prince of Vice, or who succeeds on a DC 14 Intelligence (History) check, learns
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Painted on the slab is the image of a gaunt male humanoid wearing a hooded cloak, its face a mask of stars. The figure’s withered left hand is raised with palm extended.
The stone slabs are impervious
off the exits once more (see area 49C), characters within the maze see a second image on the inner surface of each slab: Painted on the inside of the slab is a male humanoid wearing a hooded cloak
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Painted on the slab is the image of a gaunt male humanoid wearing a hooded cloak, its face a mask of stars. The figure’s withered left hand is raised with palm extended.
The stone slabs are impervious
off the exits once more (see area 49C), characters within the maze see a second image on the inner surface of each slab: Painted on the inside of the slab is a male humanoid wearing a hooded cloak
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Fruit Stalls Scattered throughout Seelie Market are stalls brimming with ripe apples, apricots, grapes, mangoes, and other delicious fruit. Goblins native to the Feywild run these stalls, calling out
creature and anything it is wearing or carrying become invisible for 24 hours. This invisibility ends early immediately after the creature attacks or casts a spell. 8 The creature gains the benefits
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Fruit Stalls Scattered throughout Seelie Market are stalls brimming with ripe apples, apricots, grapes, mangoes, and other delicious fruit. Goblins native to the Feywild run these stalls, calling out
creature and anything it is wearing or carrying become invisible for 24 hours. This invisibility ends early immediately after the creature attacks or casts a spell. 8 The creature gains the benefits
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. The Fate of Falkir’s Fist A little more than a year ago, four dwarf adventurers calling themselves Falkir’s Fist made it this far into Undermountain before Muiral killed them. The room where they
wearing the helm gains the following flaw until the helm is removed: “I’m exceedingly stubborn and think I’m right all the time.” (This flaw supersedes any conflicting flaw.) Before he died, Falkir
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. The Fate of Falkir’s Fist A little more than a year ago, four dwarf adventurers calling themselves Falkir’s Fist made it this far into Undermountain before Muiral killed them. The room where they
wearing the helm gains the following flaw until the helm is removed: “I’m exceedingly stubborn and think I’m right all the time.” (This flaw supersedes any conflicting flaw.) Before he died, Falkir
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts
.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts
.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
descended into Undermountain and were overcome by madness. Each apprentice is shown wearing a horned ring on one finger; these rings are identical and resemble the horned ring worn by Halaster. The other
close …” If the portrait is repaired using a mending cantrip or similar magic, the image appears to come alive momentarily. Within the portrait, Jhesiyra removes the ring from her finger, causing the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
descended into Undermountain and were overcome by madness. Each apprentice is shown wearing a horned ring on one finger; these rings are identical and resemble the horned ring worn by Halaster. The other
close …” If the portrait is repaired using a mending cantrip or similar magic, the image appears to come alive momentarily. Within the portrait, Jhesiyra removes the ring from her finger, causing the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The unicorn magically
teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). The solar emits magical, divine energy
successful one.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from doing so. As long as these Barovians are with the adventurers, random encounters occur on a roll of 9 or higher. Barovian Witch You hear a woman’s scratchy voice calling out a name. “Grizzlegut
! Grizzlegut, where are you? A pox on you, you mangy cat!” Through the darkness comes a crone wearing a pointed black hat and a burlap gown stained with soot.
Characters can try to hide from the witch
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). The solar emits magical, divine energy
successful one.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The unicorn magically
teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
southwest section and ate several orcs before settling on the roof. With a terrible roar, the gorged dragon drove the remaining orcs out of Icespire Hold. Recently, evil mercenaries calling themselves
automatically succeed on the saving throw, as do creatures wearing cold weather gear and creatures naturally adapted to cold climates. On a failed saving throw, the creature has disadvantage on ability