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Returning 35 results for 'carry create'.
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carry creature
Backgrounds
Player’s Handbook
as soon as you were strong enough to carry a bucket. When you were old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer. Your trade has also given you a keen eye for detail.
Spells
Player’s Handbook
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the
example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even
Magic Items
Dungeon Master’s Guide
yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Monsters
The Wild Beyond the Witchlight
"} bludgeoning damage.
Boggle Oil (3 Applications). Squirt expends 1 application of boggle oil to create a 10-foot-square puddle of slippery, non-flammable oil on the ground within 5 feet of it. The puddle
;
Bond. “I’m running on fumes here. I need oil.”
Flaw. “I’m too tired to fly today. You carry me.”Poison
Major Image
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the
duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal
Monsters
Bigby Presents: Glory of the Giants
in sharp talons. It uses its talons to bring creatures to its enormous mandibles, which are strong enough to carry a giant to the gigant’s nest to be devoured.
A gigant’s wings are
usually folded under its carapace, but the speedy flier can also beat its wings to create a horrible sound or to spread a toxic dust.Drone. The gigant produces a horrid droning sound by rapidly beating its
Backgrounds
Guildmasters’ Guide to Ravnica
1
I helped create a krasis that I love like a pet and would carry with me everywhere … except it’s the size of a building, and it might eat me.
2
In my laboratory, I
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen Presents: Monsters of the Multiverse
Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease
choose or use as inspiration to create your own.
Aasimar Celestial Features
d6
Celestial Feature
1
A dusting of metallic, white, or charcoal freckles
2
Metallic, luminous, or
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
sound they hear, from a halfling’s voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard
. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.
By the same token, kenku have no ability to invent new ideas or create new things. Kenku can
Backgrounds
Guildmasters’ Guide to Ravnica
journals or hidden away in someone’s mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission’s sole purpose is to conceal the
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight
Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
one city-state were killed and eaten to create the first yuan-ti, and once the news of how to perform these rituals spread to other leaders, the call for slaves to fuel the process increased. As the
poison children to carry out a threat against their parents, or turn one person into a broodguard in order to show her family the consequence of resistance. They might refrain from provoking others
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
dock workers. With a successful DC 12 Charisma (Intimidation or Persuasion) check, the villagers form a bucket brigade to carry water from the sea and throw it on the fire. Magic. Water created by the
Create or Destroy Water spell (cast using at least a level 3 spell slot) or a similar effect douses the flames. While the characters are doing this, other altruistic villagers rush into the burning tavern to rescue the trapped villagers.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Hill Giant Bags The items found in hill giant bags reflect a diversity of taste and interest as broad as that found among any other giants. Some hill giants carry only food and boulders for throwing
pocket”—a smaller compartment on the side of the bag used to store and easily access food while traveling. Food is of utmost importance to hill giants, and many carry different spices and cooking
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Aasimar Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light
you can choose or use as inspiration to create your own. Aasimar Celestial Features d6 Celestial Feature 1 A dusting of metallic, white, or charcoal freckles 2 Metallic, luminous, or dark eyes 3
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
artisan’s workshop for a few coppers per day as soon as you were strong enough to carry a bucket. When you were old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer. Your trade has also given you a keen eye for detail.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
triton genius Dalakos equips a satyr
and leonin with the tools they need to become legends
(CHRIS RALLIS) On Theros, magic items carry reputations as rich and storied as those who wield them. They
might take form in the god-realm of Nyx, spring from Purphoros’s forge in Mount Velus, or come from legendary mortal smiths. Some crafters create great works to put an end to a specific peril, while
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Major Image 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or
, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
and races hail from the domain, perhaps living in small communities or having been created by magic. When players create characters from Hazlan, consider asking them the following questions.
What is
apart?
Do you carry an Eye of Hazlik? This symbol of your people is said to ward off dangerous magic. Do you carry one as a talisman or bear one as a tattoo? Or do you hate the mark, viewing it as a symbol of magic-using oppressors?
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Major Image 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or
, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Water Genasi Traits Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside
. You have resistance to acid damage. Amphibious. You can breathe air and water. Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Major Image Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create
to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Major Image Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create
to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
)
Government: Absolute monarchy
Defense: Large standing army with specialized corps; every duergar is trained for battle, and the citizens of the city create a formidable militia
Commerce: Weapons and
engage in trade with visitors. As befits a major settlement in a dangerous realm, Gracklstugh places no restrictions on the weapons or gear characters can carry or trade. Twelve stone bridges lead to
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
3. Sea Hag Coven In this cave, strategically separated from the rest of the complex, a coven of three sea hags carry out their own gruesome plans in alongside those of their anchorite allies
slimy seaweed act as beds for the three sisters: Nana Pocktuss, Auntie Unk, and Granny Muyuk. The trio is using the inedible parts of the bodies to create assistants that look like flying skulls with
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
create new things, they have a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other
noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery. Since kenku can precisely reproduce any sound, the messages they carry
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Currents Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They’re usually found within 50 miles of shore and at
can let the current carry it. Alternatively, the crew of the vessel or the creature can fight against the current by rowing or swimming hard, moving at half the vessel or creature’s normal pace. Vessels
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
part of the campaign. In between the highlights of slogging through dungeons, infiltrating death cults, and being generally heroic, characters can practice professions, engage in research, create
(okay, an occasionally paid) staff. In addition to the downtime activities characters undertake on their own, the hard-working subemployees and interns of a franchise can carry out orders and further the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
create characters from the Carnival, consider asking them the following questions.
What sets you apart from your birth family? Do you have a unique talent or inborn ability? Do you display a
physical difference? Do you carry a curse or blessing? How do you feel about your differences?
Do you perform? Have you devised a way to profit from your circumstances? Are you proud of your performances
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Cannon Using Smith’s Tools or Woodcarver’s Tools, you can take a Magic action to create a Small or Tiny Eldritch Cannon in an unoccupied space on a horizontal surface within 5 feet of yourself. The
cannon’s game statistics appear below. You determine its appearance, including whether you carry it or not (and your choice of legs or wheels, for the latter). It disappears if it is reduced to 0 Hit
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
from black to pink, often with reddish undertones. Celtic and English conventions inspire many names in the region. When players create characters from Mordent, consider asking them the following
you carry with you?
What’s your experience with the supernatural? Have you encountered a ghost or spirit, or heard a firsthand account of a haunting from someone close to you? How did that experience affect you?
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
such as owls and bats carry word to the gnomes during times when they should be on their guard. Experts in Illusion Forest gnomes have innate magical ability, letting them create simple illusions
humans and other races, but they aid individuals and small groups whom they deem worthy of their help. They create lovely gardens, organic sculptures, and wondrous emerald jewelry — that precious green
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Gatekeepers and the servants of the Dragon Below have diminished both sides. Beyond the Gatekeepers and the cultists, the Shadow Marches are home to orcs who have joined with humans to create mixed
clans. The dragonmarked House Tharashk arose from this union. While full orcs cannot carry the Mark of Finding they are an important part of the house and can be found across Khorvaire as part of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
they can sing to make the sand do what they want, but none of them can carry a tune, so they’re frustrated and ready to smash intruders to pieces. Wanderer’s Hope A cloud giant in an airship seeks the
) defending the sand. The giant hopes to use the sand to create a compass to locate Gale’s Eye Tower (in this chapter).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
by a nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might
gives way? Or cast a spell to carry them over the chasm? Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM can improvise to react to






