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Returning 35 results for 'carry with requires'.
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Magic Items
Dungeon Master’s Guide
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
Temporary Hit Points daily at dawn until you die.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.
Throne. You gain proficiency and Expertise in
Monsters
Quests from the Infinite Staircase
or objects. It requires no spell components and uses Wisdom as the spellcasting ability.Worker robots are built for physical labor such as hauling cargo, construction, and maintenance, though some
robots designed to be in public view—such as units that carry out deliveries, repairs, or transportation—have voices that more closely mimic those of their creators. These robots employ
Equipment
comfortable in the water and can be trained to be are aware that some of their riders may not breathe water.
An adult spinosaurus can carry up to six tons as cargo. Riding a spinosaurus requires an saddle, exotic;exotic saddle, riding platform, or howdah.
Red Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
remove the gem from an incapacitated 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
egg.
A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth
Orc
Legacy
This doesn't reflect the latest rules and lore.
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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
. These tenets vary from tribe to tribe, and are often based in events that the tribe has experienced. Here are a few examples:
If a dwarf or a human invokes its god upon dying, you must carry the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Warmth Ring, uncommon (requires attunement) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
transformation. Every use of the ritual must be modified to suit the individual undergoing transformation, and requires rare herbs, exotic magical substances, snakes, and one or more humans to be sacrificed
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->Basic Rules (2014)
Ring of Warmth Ring, uncommon (requires attunement) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Warmth Ring, uncommon (requires attunement) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Warmth Ring, uncommon (requires attunement) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Trident of Fish Command Weapon (Trident), Uncommon (Requires Attunement) This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Warmth Ring, Uncommon (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Warmth Ring, Uncommon (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of Warmth Ring, Uncommon (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Trident of Fish Command Weapon (trident), uncommon (requires attunement) This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Trident of Fish Command Weapon (Trident), Uncommon (Requires Attunement) This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Trident of Fish Command Weapon (trident), uncommon (requires attunement) This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Trident of Fish Command Weapon (Trident), Uncommon (Requires Attunement) This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of Warmth Ring, Uncommon (Requires Attunement) If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Trident of Fish Command Weapon (Trident), Uncommon (Requires Attunement) This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bobbing Lily Pad Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s
. The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bobbing Lily Pad Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s
. The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Broom of Flying Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at
which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Tasha’s Creeping Keelboat Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a
Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. Stephen Andrade Tasha’s Creeping Keelboat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Broom of Flying Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at
which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Broom of Flying Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at
which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Tasha’s Creeping Keelboat Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a
Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. Stephen Andrade Tasha’s Creeping Keelboat
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Broom of Flying Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at
which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Wizard Wizardry requires understanding. The knowledge of how and why magic works, and our efforts to broaden that understanding, have brought about the key advances in civilization over the centuries
takes years of study, instruction, and experimentation to learn how to harness magical energy and carry spells around in one’s own mind. For adventuring wizards and other spellcasters who aspire to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
in the midst of a crisis that threatened a kingdom, a world, or the entire multiverse, and carry the weight of that pivotal moment in history. Some artifacts appear when they are needed most. For
others, the reverse is true; when discovered, the world trembles at the ramifications of the find. In either case, introducing an artifact into a campaign requires forethought. The artifact could be an
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
unlocked unless the text states otherwise. Glasstaff (area R12) and Nosk (area R9) each carry an iron key that locks and unlocks every door in the complex. A locked door can be picked with thieves
walls. If an area contains one or more secret doors, a character searching the walls in that area finds its secret doors with a successful DC 10 Wisdom (Perception) check. Each search requires 1
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a Dexterity (Stealth) check contested by the guards’ passive Wisdom (Perception) score to carry it off without notice. Each of the guards on duty in the other areas of the outpost has a key to the
gate hanging from a belt ring. Breaking the gate’s lock and forcing it open requires a successful DC 20 Strength check. Magical Wards The drow have placed powerful wards on the slave pen to inhibit
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a Dexterity (Stealth) check contested by the guards’ passive Wisdom (Perception) score to carry it off without notice. Each of the guards on duty in the other areas of the outpost has a key to the
gate hanging from a belt ring. Breaking the gate’s lock and forcing it open requires a successful DC 20 Strength check. Magical Wards The drow have placed powerful wards on the slave pen to inhibit
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Wizard Wizardry requires understanding. The knowledge of how and why magic works, and our efforts to broaden that understanding, have brought about the key advances in civilization over the centuries
takes years of study, instruction, and experimentation to learn how to harness magical energy and carry spells around in one’s own mind. For adventuring wizards and other spellcasters who aspire to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
in the midst of a crisis that threatened a kingdom, a world, or the entire multiverse, and carry the weight of that pivotal moment in history. Some artifacts appear when they are needed most. For
others, the reverse is true; when discovered, the world trembles at the ramifications of the find. In either case, introducing an artifact into a campaign requires forethought. The artifact could be an