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Returning 35 results for 'can with potency'.
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can with potent
Equipment
As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition
takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1
Magic Items
Tyranny of Dragons
with this magic weapon. If you aren’t attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with it.
Increased Potency. While you are attuned to this weapon, its bonus on
are holding it in your hand, you can use an action to expend the required number of charges to cast one of the following spells from the sword: detect magic (1 charge), detect evil and good (1 charge
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType
forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can’t
Monsters
Guildmasters’ Guide to Ravnica
Amphibious. The krasis can breathe air and water.Multiattack. The krasis makes three attacks: one with its bite, one with its claws, and one with its tail.
Bite. Melee Weapon Attack: +11
creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1
Backgrounds
Sword Coast Adventurer's Guide
ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin
your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret
Goodberry
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough
nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Poison, Basic (vial)
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or
ammunition must succeed on a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
classes
practitioners are gruesome. As a Sangromancer, your chosen magic demands more than knowledge: it demands sacrifice. Other Wizards may view you with skepticism or even outright hostility, but none can deny the potency of your art.
Poisoner
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Tasha’s Cauldron of Everything
You can prepare and deliver deadly poisons, granting you the following benefits:
When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
You can apply poison
’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains
feats
regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slot you have.
Sanguine Potency. You have a pool of two d12s that you can expend
benefits.
Blood Magic. Choose a Sangromancy spell from any spell list of a level for which you have spell slots. You always have that spell prepared. You can cast it once without a spell slot, and you
backgrounds
)
Religion
Abyssal
Fiend (Devil)
Religion
Infernal
Fey
Nature
Sylvan
Cult Veneration
Cults propitiate beings of otherworldly power in hopes of sharing in that potency. Choose what
Upper Planes, and paragons of order or benevolence. Many can be overbearing and uncompromising.
Fiend (Demon). Creatures of utter evil and destruction that want to see all worlds and planes burn.
Fiend
feats
Player’s Handbook (2024)
worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison
retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution
feats
worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison
retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
shell of its former self. At that point, nothing short of a wish spell or divine intervention can undo the effect. Water taken from the River Styx loses its potency after 24 hours, becoming a harmless
, foul-tasting liquid. However, arcanaloths, night hags, and other fell creatures might know rituals that can prolong the water’s potency, at your discretion.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
shell of its former self. At that point, nothing short of a wish spell or divine intervention can undo the effect. Water taken from the River Styx loses its potency after 24 hours, becoming a harmless
, foul-tasting liquid. However, arcanaloths, night hags, and other fell creatures might know rituals that can prolong the water’s potency, at your discretion.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the characters that the first attack wasn’t a fluke or a one-time event. They have a price on their heads. Additionally, the potency of the second attack should make the characters understand that if a
third strike is even more powerful than the second, they won’t survive. If it doesn’t occur to the players that the characters should take steps to protect themselves, a concerned NPC can make the suggestion.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the characters that the first attack wasn’t a fluke or a one-time event. They have a price on their heads. Additionally, the potency of the second attack should make the characters understand that if a
third strike is even more powerful than the second, they won’t survive. If it doesn’t occur to the players that the characters should take steps to protect themselves, a concerned NPC can make the suggestion.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Poisoner You can prepare and deliver deadly poisons, granting you the following benefits: When you make a damage roll that deals poison damage, it ignores resistance to poison damage. You can apply
kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Poisoner You can prepare and deliver deadly poisons, granting you the following benefits: When you make a damage roll that deals poison damage, it ignores resistance to poison damage. You can apply
kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slot you have. Sanguine Potency. You have a pool of two d12s that
gain the following benefits. Blood Magic. Choose a Sangromancy spell from any spell list of a level for which you have spell slots. You always have that spell prepared. You can cast it once without a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, black pistils resemble the slitted pupils of dragons. A crushed dragoneye flower produces sparks that can start a fire; the flower functions as a Tinderbox with a single use. A picked flower retains its potency for 1d4 + 3 days.
Conqueror, a githyanki. Deep gouges from massive claws pierce the stone head on either side. As a Study action, a character can examine the claw marks and make a DC 15 Intelligence (Nature) check. On a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
gain a +1 bonus on attack rolls and damage rolls made with this magic weapon. If you aren’t attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with it. Increased Potency. While
. As long as the sword is attuned to you and you are holding it in your hand, you can use an action to expend the required number of charges to cast one of the following spells from the sword: detect
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, black pistils resemble the slitted pupils of dragons. A crushed dragoneye flower produces sparks that can start a fire; the flower functions as a Tinderbox with a single use. A picked flower retains its potency for 1d4 + 3 days.
Conqueror, a githyanki. Deep gouges from massive claws pierce the stone head on either side. As a Study action, a character can examine the claw marks and make a DC 15 Intelligence (Nature) check. On a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the
poison retains its potency for 1 minute or until until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the
poison retains its potency for 1 minute or until until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, decayed, or lost their potency. A character who spends a day poring over the notes can attempt a DC 20 Intelligence (Arcana) check to understand that Xonthal was involved in a complex attempt to create elementals that fused the best traits of earth, air, fire, and water.
of the airflow, causing an elemental gem to spin out and smash on the floor, summoning an angry elemental. You can choose the elemental’s type or determine it randomly. The whirlwind contains eight
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
gain a +1 bonus on attack rolls and damage rolls made with this magic weapon. If you aren’t attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with it. Increased Potency. While
. As long as the sword is attuned to you and you are holding it in your hand, you can use an action to expend the required number of charges to cast one of the following spells from the sword: detect
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, decayed, or lost their potency. A character who spends a day poring over the notes can attempt a DC 20 Intelligence (Arcana) check to understand that Xonthal was involved in a complex attempt to create elementals that fused the best traits of earth, air, fire, and water.
of the airflow, causing an elemental gem to spin out and smash on the floor, summoning an angry elemental. You can choose the elemental’s type or determine it randomly. The whirlwind contains eight
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the facility’s hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100
yourself (the facility’s hireling can assist), and you must have all those spells prepared every day you spend crafting the item. Spell Refreshment. Having a Sacristy allows you to regain one expended spell
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain
conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might