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Returning 35 results for 'certain removing gain to have respect'.
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contain removing gain to have repeat
contain removing gain to have reflect
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captain removing gain to have repeat
Spells
Player’s Handbook
surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
triggers include opening that object or seeing the glyph.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can
Spells
Player’s Handbook
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the
Classes
Player’s Handbook
, each Fighter specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of
broad ability and extensive specialization makes Fighters superior combatants.
Becoming a Fighter...
As a Level 1 Character
Gain all the traits in the Core Fighter Traits table.
Gain the
Classes
Player’s Handbook
power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given
typically means some kind of adventure.
Becoming a Warlock...
As a Level 1 Character
Gain all the traits in the Core Warlock Traits table.
Gain the Warlock’s level 1 features, which are listed
Magic Items
Dungeon Master’s Guide
figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Figurine
(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
Spells
Player’s Handbook
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the
Monsters
Mythic Odysseys of Theros
divine omens (such as those presented in chapter 4) might seek out an oracle to gain a clearer vision of the god’s intentions. Finding an oracle, though, or one experienced in interpreting certain types of visions, might prove to be an adventure in its own right.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Reckless. At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next
Asmodeus’s plans invites certain destruction.Cold, Fire, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Magic Items
Baldur’s Gate: Descent into Avernus
transformation. Your alignment becomes lawful good, and you gain the following traits:
Angelic Language. You can speak, read, and write Celestial.
Celestial Resistance. You have resistance to necrotic and
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
Backgrounds
Baldur’s Gate: Descent into Avernus
20
Woodcarvers, coopers, and bowyers
As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of
adventuring and trade together.
Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will
Backgrounds
Sword Coast Adventurer's Guide
: LIBRARY ACCESS
Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the
personnel and bureaucracy, and you know how to navigate those connections with some ease.
Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as
Backgrounds
Sword Coast Adventurer's Guide
ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin
.
7
I misuse long words in an attempt to sound smarter.
8
I get bored easily. When am I going to get on with my destiny?
d6
Ideal
1
Respect. People deserve to be treated
Magic Items
Fizban's Treasury of Dragons
. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage
Stirring properties, and while you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can’t be used to cast that spell again
Backgrounds
Sword Coast Adventurer's Guide
gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current
(which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
Guild
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to inspire and strengthen the side of good or to rescue heroes from certain death.
Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the
’t gain this benefit, falling as normal.
When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.Poison
Backgrounds
Guildmasters’ Guide to Ravnica
-minted 1-zino coins)
Feature: Legal Authority
You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind
Backgrounds
Baldur’s Gate: Descent into Avernus
usually gain access to friendly military encampments and fortresses where your rank is recognized.
BALDUR’S GATE FEATURE: CITY GUARD
You may choose to currently serve in either the Flaming
Fist or the Watch. If you do, you have responsibilities related to your post. For as long as you perform these responsibilities, you gain benefits. If you stop performing your responsibilities, though
Classes
Tasha’s Cauldron of Everything
destruction unleashed by certain artificers’ creations.
In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often
artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves’ tools, tinker’s
Monsters
Eberron: Rising from the Last War
Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12);{"diceNotation":"3d12","rollType":"damage","rollAction":"Rend Reality","rollDamageType":"force"} force damage and gain
“I perceive certain types of people — vocations or entire societies — as hideous monsters.”
3
“Someone is watching everything I do.”
4
“When I
Backgrounds
Guildmasters’ Guide to Ravnica
an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety
;Society functions only if people do their duty and respect the chain of command. (Lawful)
6
Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
Bonds
Backgrounds
Guildmasters’ Guide to Ravnica
decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater
willing to acknowledge.
5
I have little respect for anyone who isn’t wealthy.
6
I’ll take any opportunity to steal from wealthier people, even for worthless trinkets
Backgrounds
Sword Coast Adventurer's Guide
, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.
You are most likely a dwarf, but not necessarily—particularly in the North, the
: RESPECT OF THE STOUT FOLK
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing
another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common
Symbol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most
common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain
magic-items
This foul-tasting tea is brewed from the powdered tusks of doom boars. When you drink this potion, you gain the effect of a Remove Curse spell.
Hogs' Wash can also be used as a component in removing a Shadowsteel curse.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.
magic-items
Dedicated followers of Tormach sometimes gain the blessing of the Lord of Blood Oaths. When they do, their weapons gain a spark of the Marauder’s power. When you hit with this weapon, you can
cause the target to succeed on a DC 15 Strength saving throw or have the Prone condition. Once a creature fails this save, you can’t use this ability again until the next dawn.
At each dawn, roll 1d20. On a 1 or 2 the blessing ends, removing this effect from the weapon.