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Returning 35 results for 'can't worn requires'.
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cast work requires
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Magic Items
Dungeon Master’s Guide
replacement amulet is created.
A shield guardian’s amulet is subject to direct attack if it isn’t being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic
damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
A shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the
Monsters
Monster Manual
effects.
Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction
", "rollAction":"Thunderous Bellow"}. Constitution Saving Throw: DC 27, each creature and each object that isn’t being worn or carried in a 150-foot Cone. Failure: 78 (12d12);{"diceNotation":"12d12
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
Magic Items
Icewind Dale: Rime of the Frostmaiden
is created.
A shield guardian’s amulet is subject to direct attack if it isn’t being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an
amulet requires 1 week and costs 1,000 gp in components.
A shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the guardian to attack
Monsters
Van Richten’s Guide to Ravenloft
"} necrotic damage from the wound left by the shrapnel. The wound ends if the target regains any hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15
(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
Out of the Abyss
beholder's next turn or until the beholder is incapacitated.
If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder
starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
Green Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType
","rollAction":"Hurl Flame","rollDamageType":"fire"} fire damage. The fire ignites flammable objects that aren't being worn or carried.As a slaad emerges from the Spawning Stone, the stone magically implants a
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
until the tyrant is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert
turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
A spectral eye
Beholder
Legacy
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Monsters
Monster Manual (2014)
the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
True Polymorph
Legacy
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Spells
Basic Rules (2014)
object must be neither worn nor carried by another creature). The spell lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full
other action that requires hands or speech, unless its new form is capable of such actions.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. Rings Left to Right: Water Walking, Ram, and X-Ray Vision
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Telekinesis Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. Rings Left to Right: Water Walking, Ram, and X-Ray Vision
Orc
Legacy
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Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Molten Bronze Skin Armor (breastplate, half plate, or plate), rare (requires attunement) This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours
to your skin. The armor can be worn under normal clothes, but it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so. While wearing the armor, you have resistance to fire damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Molten Bronze Skin Armor (breastplate, half plate, or plate), rare (requires attunement) This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours
to your skin. The armor can be worn under normal clothes, but it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so. While wearing the armor, you have resistance to fire damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Charm of Plant Command Wondrous item, rare (requires attunement) This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically
worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Charm of Plant Command Wondrous item, rare (requires attunement) This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically
worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Demon Skin Armor (Any Heavy Armor), Rare (Requires Attunement) This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and
the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Demon Skin Armor (Any Heavy Armor), Rare (Requires Attunement) This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and
the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnels and trenches have been worn smooth by the worm’s repeated passage. Scaling a tunnel or a trench wall without magic or climbing gear requires a successful DC 20 Strength (Athletics) check. Arching
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of the Ram Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its
feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of the Ram Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its
feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Badge of the Watch Wondrous item, rare (requires attunement by someone designated by the Open Lord of Waterdeep) A badge of the Watch is given only to those who have earned the trust of the Open
Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep’s City Watch, bears the emblem of Waterdeep and is meant to be worn or carried. While wearing the badge, you gain a +2 bonus to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Badge of the Watch Wondrous item, rare (requires attunement by someone designated by the Open Lord of Waterdeep) A badge of the Watch is given only to those who have earned the trust of the Open
Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep’s City Watch, bears the emblem of Waterdeep and is meant to be worn or carried. While wearing the badge, you gain a +2 bonus to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnels and trenches have been worn smooth by the worm’s repeated passage. Scaling a tunnel or a trench wall without magic or climbing gear requires a successful DC 20 Strength (Athletics) check. Arching
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of the Ram Ring, Rare (Requires Attunement) This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges
can see within 60 feet of yourself that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of the Ram Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its
feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of the Ram Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its
feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Thunderous Greatclub Weapon (Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that
score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
(Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8
Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following additional properties. Clap of Thunder. As a