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Returning 35 results for 'cards remove globe to have reaction'.
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card remove globe to have reaction
Magic Items
The Book of Many Things
reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll.
Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can’t be used again until the next dawn.
The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day
Magic Items
The Book of Many Things
Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks
have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
the following effects of the witchkite’s choice:
The target must use its reaction to make a melee attack against another creature of the witchkite’s choice that is within the target
Magic cards, there are red dragons (Opportunistic Dragon, Decadent Dragon, and Realm-Scorcher Hellkite), bronze dragons (Loch Dragon), and moonstone dragons (Shimmer Dragon and Archive Dragon). Moonstone dragons are described in Fizban’s Treasury of Dragons.
Fire, Psychic
Magic Items
Tasha’s Cauldron of Everything
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature
you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and
components and using Charisma as the spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, hold monster, invisibility (self only)
1/day each: feeblemind, globe of
Monsters
Curse of Strahd
. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6;{"diceNotation":"3d6","rollType":"damage","rollAction
herself.
Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in her wagon (chapter 11, area V1). Although the cards aren’t magical, Ezmerelda can use them to perform a card reading for the
Monsters
The Wild Beyond the Witchlight
, protection from evil and good
1/day each: lesser restoration, remove curse, zone of truthProtect Another. When a creature Strongheart can see attacks another creature that is within 5 feet of him
, Strongheart can use his reaction to impose disadvantage on the attack roll, provided he is carrying a shield.Strongheart is a fearless seeker of justice, risking his life to ensure that good triumphs over
Yeenoghu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
","rollDamageType":"piercing"} piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
condition.
Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Until the next initiative count 20, all gnoll;gnolls and hyena;hyenas within the lair are enraged
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
Pack Rush. Each gnoll
or hyena that Yeenoghu can see can use its reaction to move up to its speed.
Regional Effects
The region containing Yeenoghu’s lair is warped by his magic, creating one or more of the
Oinoloth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
magic, dispel magic, invisibility (self only)
1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice
Magic Resistance. The oinoloth has advantage on saving throws against spells and
the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Encounter Deck Using cards to generate random encounters is a dynamic alternative to rolling on encounter tables. You can customize an encounter deck and remove cards as you draw them so they don’t
repeat. You can also alter the encounter deck as characters explore an area, adding cards to the deck to reflect changing circumstances and weaving the encounters into a narrative. The following system is derived from Miniatures Handbook (2003).
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Inspiration Hand You can use The Deck of Many Things card set (or an equivalent deck built from twenty-two playing cards) to give players alternative ways to use inspiration. Draw a number of cards
equal to the number of players and place the cards face up on the table where everyone can see them. Whenever a player gains inspiration, they must pick a card and later use the effect shown on the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
first encounter deck, and when you remove cards from that deck, replace those cards with an equal number of random cards from the second deck. This method is particularly effective if the second deck
progressively harder, or you can change the flavor of encounters, such as adding creatures from a particular environment. One way to accomplish this is to build two encounter decks. Draw cards from the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Magic Items This section presents magic items in alphabetical order. Deck of Oracles Wondrous Item, Rare (Requires Attunement) The illustrations on this deck of oracle cards move or change subtly
when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a d20 and record the number rolled. Once in the next 8 hours
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
reading again, out loud for the players’ benefit. Substitute the new results for the old ones. When you’re ready to begin the card reading, remove the fourteen cards with the crown icon (the high deck) and
shuffle them. Then shuffle the remaining cards (the common deck), keeping the two decks separate. Draw the top three cards from the common deck and lay them face down in the 1, 2, and 3 positions
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the
shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
time needed to reach their destination by a day. Remove the last pair of cards from the spread. Treasure. The characters find treasure inspired by the card as they overcome the day’s challenges. If
a ruin based on how well the players resolved the day’s top card. If you’re using cards that have a different meaning when they’re upright versus upside down, ignore the cards’ orientation. Rewards
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
magic, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it. Spells Level Spell School Concentration Ritual Class 2nd Spray of Cards Conjuration
range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
choose one). The curse can’t be broken while the House of Cards exists. Otherwise, a Remove Curse or similar magic ends it. 22: Comet A being composed of swirling dust and ice hovers at the far end of the
House of Cards Locations The following locations are keyed to map 18.1. Mike Schley Map 18.1: The House of CardsView Player Version 1: Entrance Every surface of this irregularly shaped room is made
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
vault doors, and other defenses. When the characters enter the orrery vault, read: Statues of human-sized brass dragons stand at the center of the vault, their heads pointed at a globe of light hovering
guests, two clockwork dragons are on guard here. If the characters are themselves, they face five of the creatures. The clockwork dragons take no action until a character moves toward the globe of light
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
feet of a globe and has an Intelligence score of 10 or higher can take control of the globe by succeeding on a DC 10 Intelligence check. As part of its movement and with a successful DC 10
Intelligence check, the controller can direct the globe to move with it, remaining within 5 feet of the controller. A globe’s controller can enter and leave the globe at will. The controller can maintain control
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
feet in diameter. Red Wizards use them to hold aquatic creatures for transport through the black gates. As an action, a creature that is within 5 feet of a globe and has an Intelligence score of 10 or
higher can take control of the globe by succeeding on a DC 10 Intelligence check. As part of its movement and with a successful DC 10 Intelligence check, the controller can direct the globe to move
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Gloves of Missile
reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
iconography of comets, keys, knights, and more. A small goblin sits cross-legged on the ground, wearing a blue hat and a lopsided smile. A stack of ivory cards lies before him. “Took you long enough
walls represent the deck’s cards. Oddlewin is a nilbog, a goblin possessed by a trickster spirit. If Oddlewin is slain, the trickster spirit flies from the tent to possess another goblin, who strolls
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
condition. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained
condition. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded
material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, hold monster, invisibility (self only)
1/day each: feeblemind, globe
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
have been cast in areas marked (A) on map 1.2. The museum’s guards and the curator have pass cards that allow them to bypass these alarms, and spare pass cards are kept in area V7 (see “Bypassing
Intelligence (Arcana) check. If the check is successful, the character realizes the statues can animate. Gemstone Wing. If the characters don’t carefully remove the Murkmire Stone from its pedestal in area V13
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
silver ewer (worth 100 gp) with five chicken eggs in it A tiny wooden box containing a deck of tarokka cards (see appendix E) wrapped in silk A set of copper pots and pans (worth 50 gp) Three sets of
rope, a tinderbox, a steel mirror, a sharpened wooden stake, and a spyglass Two spell scrolls (major image and remove curse) A map of Barovia (showing all the locations marked on this adventure’s map of
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
worlds. You can use any dragon stat block for a dragon of Eldraine. On Magic cards, there are red dragons (Opportunistic Dragon, Decadent Dragon, and Realm-Scorcher Hellkite), bronze dragons (Loch
witchkite’s choice:
The target must use its reaction to make a melee attack against another creature of the witchkite’s choice that is within the target’s reach. The target takes 13 (2d12) psychic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that
your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
been poring over van Richten’s research and learning about Strahd and Castle Ravenloft, with every intention of dispatching the vampire herself. Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in
her wagon (chapter 11, area V1). Although the cards aren’t magical, Ezmerelda can use them to perform a card reading for the characters (see chapter 1), like the one that can be performed by Madam Eva
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, detect magic, dispel magic, invisibility (self only)
1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice
Magic Resistance. The oinoloth has advantage on saving throws against
5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Steed Illusion R Protection from Energy Abjuration C Remove Curse Abjuration — Sending Divination — Sleet Storm Conjuration C Slow Transmutation C Speak with Dead Necromancy — Stinking Cloud Conjuration C
Eyebite Necromancy C Flesh to Stone Transmutation C Globe of Invulnerability Abjuration C Guards and Wards Abjuration M Magic Jar Necromancy M Mass Suggestion Enchantment — Move Earth Transmutation C