Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'carries whether readily'.
Other Suggestions:
carried whether ready
carried whether reality
carries whether really
canaries whether reality
carrion whether reality
Equipment
Alchemical Ammunition carries an alchemical payload. Rather than hurling a vial, you fire Alchemical Ammunition from a Ranged weapon, using your normal attack bonus with that weapon.
Alchemical
Ammunition is heavier than normal; the weapon’s normal and long ranges are halved. The Alchemical Ammunition is destroyed once used, whether the attack hits or misses.
Equipment
Alchemical Ammunition carries an alchemical payload. Rather than hurling a vial, you fire Alchemical Ammunition from a Ranged weapon, using your normal attack bonus with that weapon.
Alchemical
Ammunition is heavier than normal; the weapon’s normal and long ranges are halved. The Alchemical Ammunition is destroyed once used, whether the attack hits or misses.
Equipment
Alchemical Ammunition carries an alchemical payload. Rather than hurling a vial, you fire Alchemical Ammunition from a Ranged weapon, using your normal attack bonus with that weapon.
Alchemical
Ammunition is heavier than normal; the weapon’s normal and long ranges are halved. The Alchemical Ammunition is destroyed once used, whether the attack hits or misses.
Monsters
Out of the Abyss
","rollAction":"Scimitar of Speed","rollDamageType":"slashing"} slashing damage on a hit.
Poisoned Daggers. Viln carries four daggers coated with purple worm poison (see “Poisons” in chapter 8 of
the Dungeon Master’s Guide). The poison on a dagger’s blade is good for one hit only, whether the poison takes effect or not.Multiattack. Viln makes three melee attacks: two with her
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0
choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece
Species
Eberron: Rising from the Last War
The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or
the ballroom, someone who carries the Mark of Sentinel is prepared for danger.
House Deneith
Leader: Breven d’Deneith
Headquarters: Sentinel Tower (Karrlakton, Karrnath)
House Deneith was
Monsters
Mordenkainen Presents: Monsters of the Multiverse
concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Stone guards are elite troops deployed in small numbers to bolster war bands of
some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they&rsquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted, the mount is invisible as well. The invisibility ends
if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is
manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works
Monsters
Mordenkainen Presents: Monsters of the Multiverse
carries is invisible with it.Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless
emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship
Spells
Lost Laboratory of Kwalish
You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an
, the contents of the chest reappear on the ground at your feet.
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
avoid unwanted attention.
Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or
Species
Mythic Odysseys of Theros
-shaking roars, gives most leonin an air that readily shifts between regal and fearsome. Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can
, or belligerent. The truth is that many leonin simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Mind Mastery
as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with
passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
unassuming nature helps halflings to avoid unwanted attention. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, nearly everyone at the masquerade is wearing a magical disguise. Correctly guessing another student’s identity requires a successful DC 13 Intelligence (Investigation) check, regardless of whether the
masquerade, but they don’t immediately see her. Anyone they ask about her believes the dean is present, but no one can readily point her out. During this initial period (and later in the event), mages using the unseen servant spell circulate trays of food and drink throughout the hall.
Backgrounds
Baldur’s Gate: Descent into Avernus
communication with Watch officers and officials. Your word carries considerable weight in the High Hall, and most establishments in the Citadel Streets neighborhood are happy to give you and your
friends free meals. Additionally, you can escort people into the Upper City without question, regardless of whether they are patriars or have Watch tokens. Outside the Upper City, however, most people
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Marshal
The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel is prepared for danger.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Mark of Sentinel warns and protects. It heightens senses and reflexes, allowing an heir to respond to threats with uncanny speed. It can shield its bearer from harm. Whether on the battlefield or the ballroom, someone who carries the Mark of Sentinel is prepared for danger.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dragonmarked House Your group works for one of the most influential organizations in Khorvaire: the dragonmarked houses. Whether or not any member of your group carries a dragonmark or is even
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
or cooperate with demons in order to escape the clutches of the dragons. Throughout the campaign, the goals of the Chamber might not be readily apparent. Locations such as the planar observatory
for the world in the long term, or a short-term triumph that carries tremendous risk for the world in the distant (or not too distant) future. Another possibility is that the adventurers are openly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dark room at the bottom of the 140-foot shaft (level 1, area 1). Durnan charges adventurers 1 gp each to descend into the well, whether they opt to use the rope or not. The return trip also costs a piece
of gold, sent up in a bucket in advance. He also readily accepts coin from patrons who want to place grisly bets on adventurers who dare explore Undermountain, and their odds of returning alive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wagons, each pulled by two oxen and equipped with an axe, a shovel, two buckets, and a three-pointed-iron-rod fire spit that can readily be used as three improvised spears. Each wagon carries two Black
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters win the gnomes’ trust, they are welcomed into Inner Blingdenstone, and to what food and comfort the locals can readily provide. ROLEPLAYING THE SVIRFNEBLIN
Deep gnomes are a dour lot
and tunnels where sound carries, eyes darting furtively, looking for signs of danger.
Despite their harsh outlook, svirfneblin are still gnomes, and many are as benevolent and joyful as their
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
want to establish their own inquisitive agency, they should consider two key factors: where to locate the agency, and whether to associate with an established guild. Kuno Inquisitives in Sharn keep
keeps a lower profile in Sharn than Tharashk’s Finders Guild. Only one notable agency readily accepts walk-in clients: the Watchful Eye, located in Redstone (in Upper Dura). This agency’s principal is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose
Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Temporary Hit Points and take damage, those points are lost first, and any leftover damage carries over to your Hit Points. For example, if you have 5 Temporary Hit Points and take 7 damage, you lose
Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that has become suffused with demonic magic can warp a creature’s mind, causing madness that usually fades away once the contact is broken.
Chardalyn is cold to the touch and readily accepts
the Arcane Brotherhood (a cabal of wizards who act like Wild West gunslingers) have come to Icewind Dale in search of the lost Netherese enclave, hoping to unearth its secrets. Whether the characters
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that protect you from injury. When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example
temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Hiatea’s Hearth Magic Hiatea’s Hearth carries Hiatea’s blessing as well as the curse of Karontor, giving it the following properties: Hiatea’s Blessing. Hiatea’s Hearth is consecrated ground. A
score becomes 25. While a creature is attuned to the throne, whether it sits there or not, any creature that finishes a short rest within Hiatea’s Hearth removes 1 level of exhaustion and regains hit
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Mary Greymalkin A number of options present themselves for using the deck of several things within the adventure. As written, Mary already carries the deck, and no matter how many cards are drawn
-controlling punch cards from the crashed planar craft. Whether Gearbox is with the party or not, the cards might be used to connect to any of the technology in the adventure that the modron can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Ammunition and Ranged Attacks A monster that requires ammunition to make ranged attacks carries the necessary ammunition. Equipping a Monster with Other Items You may equip monsters with additional gear
however you like, using the items in “Equipment” for inspiration. You decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
gerontocracy, with the oldest member ruling the roost. This elder carries the bulk of the responsibility for enforcing traditions, settling disputes, setting the course for the group’s travels, and
preserving the Vistani way of life. Vistani elders make all the important decisions, but whether by choice or because of their age, tend to speak in cryptic, flowing riddles. Vistani families and clans
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that protect you from injury. When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example
temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10






