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Returning 35 results for 'causes weight regain'.
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Magic Items
Dungeon Master’s Guide
to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take
This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action
Magic Items
Dungeon Master’s Guide
While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.
Magic Items
Dungeon Master’s Guide
Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes
Magic Items
Dungeon Master’s Guide
enclosed creature can take a Utilize action to push against the sphere’s wall, moving the sphere up to half the creature’s Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Magic Items
Dungeon Master’s Guide
apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
Button 5. The rod transforms into a handheld battering
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
Monsters
Mythic Odysseys of Theros
., one creature. Hit: 13 (2d8 + 2);{"diceNotation":"2d8+2","rollType":"damage","rollAction":"Underworld Bolt","rollDamageType":"necrotic"} necrotic damage, and the target can’t regain hit points
, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three
successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches
Monsters
Mythic Odysseys of Theros
known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces
relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance.
Returned Masks. Adventurers
Monsters
Mythic Odysseys of Theros
), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless
shadow plays without weight or substance.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth
Monsters
Mythic Odysseys of Theros
, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping
’t build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance
Monsters
Van Richten’s Guide to Ravenloft
another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny gremishka. The swarm can’t regain hit points or gain temporary hit points.Bites. Melee
spell attack roll missing the swarm, the swarm causes that spell to hit another creature of its choice within 30 feet of it that it can see.Gremishka;Gremishkas are the vicious products of mistakes made
Monsters
Bigby Presents: Glory of the Giants
mountain, the cradle awakens as a bipedal mass of stone and crystals. It brings the weight of the mountain down on the intruder’s head and unleashes an earsplitting roar that can collapse mine
AttacksCrystal Flare. The cradle causes the crystals on its body to flare with light. Each creature within 30 feet of the cradle must succeed on a DC 22 Constitution saving throw or take 21 (6d6
Backgrounds
Baldur’s Gate: Descent into Avernus
, you lose access to the benefits and might suffer further fallout. Should you lose these benefits, you may regain them by having an unpleasant conversation with your commanding officer and fulfilling
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
wherever they go. When armies recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose
creature is immune to the oinoloth’s Bringer of Plagues for the next 24 hours.
The poisoned creature can’t regain hit points. After every 24 hours that elapse, the poisoned creature can
Monsters
Phandelver and Below: The Shattered Obelisk
poisoned condition for 1 minute. While poisoned in this way, a creature can’t regain hit points.
Tail. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Tail"} to
causes a cloaker to merge with the rotted corpse of its last meal, resulting in a hideous puppeteering Aberration. The cloaker mutate shrouds its actions in a miasma of phantasmic duplicates. It uses the
Magic Items
The Wild Beyond the Witchlight
causes the henge to cast shadows, and these shadows allow the watch’s owner to track the passage of time.
Carnival Setup and Takedown. The creature attuned to the watch can use an action to
invisibility spell is cast, roll a d8; on a roll of 3 or 8, the watch can’t be used to cast this spell again until the next dawn.
The creature attuned to the watch gains 30 pounds. This extra weight
Monsters
Vecna: Eve of Ruin
, the afflicted target can’t regain hit points.
Flight of the Damned (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Flight of the Damned"}. Vecna conjures a torrent of
.
Rotten Fate. Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60);{"diceNotation":"8d8
Magic Items
Phandelver and Below: The Shattered Obelisk
(this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Magic Items
Tomb of Annihilation
a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A greater restoration
destroys both the staff and the life force trapped within it. The staff doesn’t explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well.
Monsters
Mythic Odysseys of Theros
the realm of Nyx exist, as unrestrained magical energy often causes more chimeras to appear in a region. As such chaotic magic is inherent to a chimera’s being, these monsters often manage to
cone. Each creature in that area must succeed on a DC 15 Constitution saving throw, or it takes 31 (7d8) necrotic damage and is unable to regain hit points until the end of its next turn.
Tail
Immovable Rod
Legacy
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Magic Items
Basic Rules (2014)
the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push
Folding Boat
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box
command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld
different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end
Bead of Force
Legacy
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Magic Items
Basic Rules (2014)
creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Unicorn
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
Curses
Instant Fortress
Legacy
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Magic Items
Basic Rules (2014)
. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Daern's Instant Fortress
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
feats
into unoccupied spaces in the air. You can move a number of feet in this way equal to 5 × your proficiency bonus before the clouds stop appearing. Ending this movement while in the air causes you
to fall as normal.
You learn the Fog Cloud and Gust of Wind spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you
Elf
Legacy
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Species
Basic Rules (2014)
arches, swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army, yet they appeared so delicate that a bird
might join with rebels fighting against oppression, and others might become champions of moral causes.
HAUGHTY BUT GRACIOUS
Although they can be haughty, elves are generally gracious even to those
Eye and Hand of Vecna
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
both the hand and eye, you gain the following additional benefits:
You are immune to disease and poison.
Using the eye’s X-ray vision never causes you to suffer exhaustion.
You experience
premonitions of danger and, unless you are incapacitated, can’t be surprise;surprised.
If you start your turn with at least 1 hit point, you regain 1d10 hit points.
If a creature has a skeleton
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another