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Returning 35 results for 'channel runes gain to her restrained'.
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change rules game to her restrained
Magic Items
Dungeon Master’s Guide
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus
Spells
Player’s Handbook
circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two
Spells
Player’s Handbook
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
.
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possession;possessed by or gain the Charmed or Frightened condition
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained
Classes
Player’s Handbook
Paladin...
As a Level 1 Character
Gain all the traits in the Core Paladin Traits table.
Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.
As a Multiclass
Character
Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
Gain the Paladin’s
Monsters
Monster Manual
direction. The target has the Restrained condition until the start of the death tyrant’s next turn or until the death tyrant has the Incapacitated condition. The death tyrant can also exert fine
. Constitution Saving Throw: DC 17. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success
Monsters
Monster Manual
the Restrained condition until the start of the beholder’s next turn or until the beholder has the Incapacitated condition. The beholder can also exert fine control on objects with this ray
. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target
Classes
Player’s Handbook
, a Cleric can reach out to the divine magic of the Outer Planes—where gods dwell—and channel it to bolster people and battle foes.
Because their power is a divine gift, Clerics typically
Character
Gain all the traits in the Core Cleric Traits table.
Gain the Cleric’s level 1 features, which are listed in the Cleric Features table.
As a Multiclass Character
Gain the
Spells
Player’s Handbook
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one
within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next
Classes
Player’s Handbook
manifestation of defense and speed, this power infuses all that a Monk does.
Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and
slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Becoming a Monk...
As a Level 1 Character
Gain all the traits in the Core Monk Traits table.
Gain
Classes
Player’s Handbook
of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow
Level 1 Character
Gain all the traits in the Core Sorcerer Traits table.
Gain the Sorcerer’s level 1 features, which are listed in the Sorcerer Features table.
As a Multiclass Character
Backgrounds
Bigby Presents: Glory of the Giants
.
5
You carve runes on a set of animal bones you can throw in different formations.
6
You draw runes into candles, melting the wax to smooth over the engravings.
Feature: Rune Shaper
You gain the Rune Shaper feat.
within runes.
The art of runecraft was initially created by giants, but over time, the practice has been adopted by many peoples. As such, though Giant runes are the most commonly used, many rune carvers
Magic Items
The Book of Many Things
. While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you
This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact
Monsters
Keys from the Golden Vault
knocked prone.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.Readiness
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
Monsters
Bigby Presents: Glory of the Giants
prone condition. Until the colossus uses its Stomp again or moves, the creature has the restrained condition. The restrained creature or another creature within 5 feet of it can use its action to make a
DC 22 Strength check. On a successful check, the affected creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.
Arcane Beam (Recharge 5–6
Magic Items
Tasha’s Cauldron of Everything
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The
bonus is determined by the amulet’s rarity.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.
Magic Items
The Book of Many Things
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
eyes to glow brightly. Choose one creature you can see within 30 feet of you. The creature must succeed on a DC 20 Constitution saving throw, or it has the restrained condition as its body turns to stone
Magic Items
Tasha’s Cauldron of Everything
Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a bonus to the spell attack rolls and the saving throw
DCs of your artificer spells. The bonus is determined by the tool’s rarity.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any
Magic Items
Princes of the Apocalypse
;orc,” but the runes are depicted with a gap or slash through the markings; the word “orc” is literally split in two.
You gain the following benefits while holding this magic weapon
A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for &ldquo
Monsters
Icewind Dale: Rime of the Frostmaiden
serve.
Reckless. At the start of its turn, the berserker 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
to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic that removes
Monsters
Mythic Odysseys of Theros
.
Labyrinthine Recall. Antigonos can perfectly recall any path he has traveled.
Reckless. At the start of his turn, Antigonos can gain advantage on all melee weapon attack rolls he makes during that turn
inside the amphora, the target is restrained inside. As an action, the restrained creature can make a DC 14 Dexterity (Acrobatics) check, escaping from the amphora on a success. The effect also ends if the
Magic Items
Bigby Presents: Glory of the Giants
The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.
You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip
deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around
Magic Items
Princes of the Apocalypse
A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon
seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion — nothing seems to mark it. Ironfang contains a spark of Ogrémoch, the Prince of Evil Earth.
You gain a +2
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Can’t Catch Me. The gingerbrute has advantage on any ability checks or saving throws it makes to avoid or end the grappled or the restrained condition on itself.
Sweet Victory. Once the
gingerbrute is destroyed, a creature can use its action to eat all the remains and gain 5 temporary hit points. The remains crumble away after 24 hours if not eaten.Multiattack. The gingerbrute makes two
Magic Items
Bigby Presents: Glory of the Giants
This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.
You gain a +3 bonus to attack and damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"to hit", "rollAction":"Web"} to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the
. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.PoisonChange Shape
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
Bigby Presents: Glory of the Giants
restrained condition within the vortex. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of the
cradle’s next turn. A creature with the restrained condition falls prone when the vortex ends.
A creature with the restrained condition can use its action to try to escape the vortex. The
Magic Items
Tasha’s Cauldron of Everything
action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
You
have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can’t be grappled or restrained.
You can move through creatures and solid objects as if they
Monsters
Van Richten’s Guide to Ravenloft
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny limb. The swarm can’t regain hit points or gain
creature must succeed on a DC 12 Strength saving throw or be restrained. The creature can repeat the saving throw at the end of each of its turns, taking 7 (2d6);{"diceNotation":"2d6","rollType":"damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, it is grappled (DC 24) and it is restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8
. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.
Regional Effects
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
A restrained creature is stuck as long
as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, it is grappled (DC 24) and it is restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8
of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.
Regional
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
Pack Rush. Each gnoll
most devoted followers gain the Gnashing Jaws action and the Rampage bonus action, while cult leaders gain the Aura of Bloodthirst trait.
Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to
Monsters
Phandelver and Below: The Shattered Obelisk
has the grappled condition (escape DC 15) and the restrained condition until this grapple ends. The mutate has two tentacles that can grapple one target each.
Chitin Slam. The mutate targets one
.
Mutates often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in appendix A.Poison