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                        Returning 35 results for 'cast wielding remove'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    , a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     take a Bonus Action to cast a spell you have written in this tome, without expending a spell slot or using any Verbal or Somatic components. Once used, this property of the tome can’t be used
                                                
                                            
                                                
                                                     again until the next dawn.
Only you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome and can write cryptic messages in it. These messages typically fade away after they are read.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire
                                                
                                            
                                                
                                                     is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
10
The efreeti understands your languages and can cast Wish once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     might deem a modified memory too nonsensical to affect a creature.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
Using a Higher-Level
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     (harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
                                                
                                            
                                                
                                                     of a raven can become a Raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine grants you the ability to cast Animal Messenger on it.
                                                
                                            
                                        
                                                     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.
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    While you are wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Curse. This item is cursed. Attuning to it extends the curse to you
                                                
                                            
                                                
                                                     until you are targeted by a Remove Curse spell or similar magic. You cannot discard the shield, and remain attuned to it, as long as you are cursed. As long as you are cursed, you are sluggish. Your
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    );holy water is sprinkled on her remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. Trenzia is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC
                                                
                                            
                                                
                                                     13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She requires no somatic or material components to cast her spells. Trenzia has the
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    , the restrained condition ends. Once this bonus action is used, it can’t be used again until the next dawn.
Spellcasting. While wielding the shield, you can use an action to cast one of the
                                                
                                            
                                                
                                                    This gleaming brass shield bears a relief of the legendary medusa druid Euryale.
While wielding this shield, you gain the following benefits:
Blessing of Euryale. You have resistance to poison
                                                
                                            
                                        
                                                     Magic Items
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Diderius targets one creature he can see within 60 feet of him. If the target
                                                
                                            
                                                
                                                    , any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     at least 1 hit point remaining, the nimblewright regains 1 hit point when a mending spell is cast on it.
Sure-Footed. The nimblewright has advantage on Strength and Dexterity saving throws made
                                                
                                            
                                                
                                                     must see the attacker and be wielding a melee weapon.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: minor illusion
1/day each: darkness, fear, shatter
Magic Resistance. Droki has
                                                
                                            
                                                
                                                     half as much damage on a successful one.Parry. Droki adds 3 to his AC against one melee attack that would hit him. To do so, Droki must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    ). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight
                                                
                                            
                                                
                                                     damage or if another creature takes an action to shake it awake.Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Reach to the Blaze. Embric can cast produce flame at will. (Constitution is his spellcasting ability, and he has a +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} bonus
                                                
                                            
                                                
                                                     hit it. To do so, Embric must see the attacker and be wielding a melee weapon.It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
                                                
                                            
                                                
                                                     eyelashes. Underneath her makeup, her flesh is textured like rotten bark and infested with wood lice and fungus. The windup key sticking out of her back is a part of her body and no easier to remove than one
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     faith2nd level (3 slots): calm emotions, prayer of healing, silence3rd level (2 slots): protection from energy, remove curse, sending
Evasion. If Hlam is subjected to an effect that allows him to make a
                                                
                                            
                                                
                                                     Unarmed Strikes. Hlam's unarmed strikes are magical.
Unarmored Defense. While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Hlam attacks three times
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     daemogoth dies, or the pact is broken by any effect that can remove a curse.
The daemogoth chooses one spell from the necromancy or enchantment school that is 3rd level or lower. The bound creature can
                                                
                                            
                                                
                                                     cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it casts the spell, the creature takes 7 (2d6);{"diceNotation":"2d6
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.
Stench Spray (1/Day). Each creature in a 15-foot cone
                                                
                                            
                                                
                                                    ":"roll","rollAction":"Stench Spray"} hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy lord targets one creature it can see within 60
                                                
                                            
                                                
                                                     next round.
Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord’s lair is wracked with pain. The creature
                                                
                                            
                                        
                                                     Magic Items
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     transmitting emotion to the creature carrying or wielding it.
The sword’s purpose is to fight evil. The sword has the following additional properties:
The sword continually sheds bright light in a 15
                                                
                                            
                                                
                                                     the weapon, the sword’s wielder can use the sword to cast the crusader's mantle spell. Once used, this property of the sword can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, Viln has disadvantage on
                                                
                                            
                                                
                                                    ","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Parry. Viln adds 2 to its AC against one melee attack that would hit him. To do so, Viln must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     damage if it fails. It can't use this trait if it's incapacitated.
Innate Spellcasting. The leonin's spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells
                                                
                                            
                                                
                                                    , requiring no material components:
1/day each: banishment, detect evil and good
Unarmored Defense. While the leonin is wearing no armor and wielding no shield, its AC includes its Wisdom
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Blessings of the Gods. While the oracle is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. In addition, a creature that hits the oracle with a melee attack while within
                                                
                                            
                                                
                                                     ability is Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.Multiattack. The githzerai makes three Unarmed Strike or Psychic Bolt attacks. It
                                                
                                            
                                                
                                                    ;Cast a Spell, or Dash. The affected target can’t take that action for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     remove it. No other type of object can be placed into the extradimensional space. A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence
                                                
                                            
                                                
                                                     (Investigation) or Wisdom (Perception) check.
Additionally, you can use the voting kit to cast charm person (save DC 15). This property of the kit can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Valin targets one creature she can see within 60 feet of her. If the target can see Valin, it must succeed on a DC 16
                                                
                                            
                                                
                                                    , any non-undead creature that tries to cast a spell of 4th level or lower in Valin’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early.
Teleport. The hydroloth magically
                                                
                                            
                                                
                                                     proficiencies; it can’t cast spells; it can’t understand language; and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    . As an action, the golem can expend 1 charge to cast dispel magic (as a 9th-level spell) from the sapphire using Constitution as its spellcasting ability. The sapphire ceases to glow if all its
                                                
                                            
                                                
                                                     cast dispel magic (as a 9th-level spell) from the sapphire using Constitution as its spellcasting ability. The sapphire ceases to glow if all its charges are expended, but it regains 1d3 expended
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    .
Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the
                                                
                                            
                                                
                                                    —a nervous disorder that manifests as trembling. It can affect her balance and her stride, but she has learned to cast her spells unimpeded by it.
Despite her firm grasp of the dark arts, she
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    ’s next turn.
Plane Shift (3/Day). The kolyarut casts plane shift, requiring no material components and using Intelligence as the spellcasting ability. The kolyarut can cast the spell normally
                                                
                                            
                                                
                                                    , or it can cast the spell on an unwilling creature it can see within 60 feet of itself. If it uses the latter option, the targeted creature must succeed on a DC 18 Charisma saving throw or be sent to a
                                                
                                            
                                        
                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     instant after it hits or misses a target.
The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.
Curative Arrow
                                                
                                            
                                                
                                                     cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges).
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate
                                                
                                            
                                                
                                                     if another creature takes an action to shake it.Parry. Zress Orlezziir adds 3 to her AC against one melee attack that would hit her. To do so, the drow must see the attacker and be wielding a melee weapon.
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Boundless Movement. The farastu ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself
                                                
                                            
                                                
                                                    , also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the
                                                
                                            
                                        






