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Returning 35 results for 'channeled rejection granting to have requires'.
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Monsters
Bigby Presents: Glory of the Giants
giant uses this action again.Ice Armor (Requires Frost Rune). When a creature the giant can see makes an attack roll against it, the giant can form a coat of ice around itself, granting it a +6 bonus to
until the end of its next turn. On a successful save, the target’s speed is reduced by 10 feet until the end of its next turn.
Ice Wolves (Requires Frost Rune). The giant magically summons 1d4
Monsters
Curse of Strahd
that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days
imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a
Magic Items
Tyranny of Dragons
. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders.
While you are attuned to and wear this mask, you can have any of the
wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
Dragon Sight. You gain
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Cape of Enlargement Wondrous Item, Very Rare (Requires Attunement) Ancient runes are stitched in silver thread along the hem of this grayish-purple cape. The cape has 3 charges. As a bonus action
while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits: Your size increases by one category—from Medium to Large, for example. If there
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Scorpion Armor Armor (plate), rare (requires attunement) This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits: The armor
improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. The armor doesn’t impose
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket. Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action. Level 3
: Second-Story Work You’ve trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dimensional Loop Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you
already have darkvision, its range increases by 30 feet. Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
15. Forge of Spells Here is where the wizards allied with the dwarves and gnomes of the Phandelver’s Pact channeled the magic of these caverns to enchant dwarven arms and gnome gadgets. The
northernmost door is scorched and cracked, its iron hinges partially melted; forcing it open requires a successful DC 15 Strength check. The western double doors are just as damaged but stand slightly ajar
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Ice Armor (Requires Frost Rune). When a creature the giant can see makes an attack roll against it, the giant can form a coat of ice around itself, granting it a +6 bonus to its AC against that attack
, the target has the restrained condition until the end of its next turn. On a successful save, the target’s speed is reduced by 10 feet until the end of its next turn.
Ice Wolves (Requires Frost Rune
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
combination, he entreated Purphoros to create a mighty weapon, a javelin that strikes with the force of the storm. Keranos channeled his anger into a furious storm, which Purphoros then captured and
genius. Inventors and philosophers coveted the diadem, for it conferred a fraction of Keranos’s inspiration to the wearer—granting incredible insights or fracturing the wearer’s sanity. Its last owner
Magic Items
Infernal Machine Rebuild
cut an astral projection’s silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly.
Any effect of the Infernal Machine that requires
wear and metal weapons you hold—reproducing the effect of the rust monster;s;rust monster's Rust Metal trait.
06
Your fingers sprout tiny clockwork picks, granting you advantage on ability
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. In the filth-ridden depths of her heart, Lysaga knows that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would
magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
6 is channeled into this room, and the central pool contains 3d6 inches of viscid, days-old blood from previous sacrifices. The yuan-ti wallow in the blood from time to time, and prisoners are
volcanic vent in the floor underneath it. Upturning the cauldron is an action that requires a successful DC 15 Strength check. When the cauldron is tipped, each creature on the floor within a 15-foot
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action. Level 3: Second-Story Work You’ve trained to get into especially hard-to-reach places, granting
Invisibility Wondrous Item, Legendary (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
requires that action. Level 3: Second-Story Work You’ve trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You
Subclass Level 3: Assassinate You’re adept at ambushing a target, granting you the following benefits. Initiative. You have Advantage on Initiative rolls. Surprising Strikes. During the first round of each
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Learning more from her requires effective roleplaying to win her over, as well as a successful DC 13 Charisma (Persuasion) check. Inside the Apartment Doña Rosa’s tiny apartment consists of a living room
they’re honoring and receives the Guidance of the Remembered charm. Guidance of the Remembered. A deceased ancestor or loved one provides you with guidance, granting you insight via a charm (a type
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
with the factions changes, granting them access to favors or provoking reprisals. Characters adjust their renown score once per adventure, and rarely by more than 5 points. The Renown in Kalakeri table
. The renown system requires the characters to become active participants in the horrors of Kalakeri, encouraging them to ally with evil beings or make uncomfortable concessions to win greater victories
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
channeled along 10-foot-deep troughs. As the water courses through each trough, it passes U-shaped, gold-plated metal conductors bolted to the sides and bottom of the trough at 10-foot intervals. The energy
blocked by a 10-foot-diameter, circular iron grate that Tiny creatures can slip through. Forcing open the grate while fighting off the current requires a successful DC 30 Strength (Athletics) check. 12c
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
experiments. Though surprised by visitors, Kwalish listens to the characters and might even be willing to bargain for whatever help they need to complete their quest. In exchange, he requires only a
additional boon to any interested character, granting the use of his laboratory to craft or summon any item or creature they desire (within any limits you set). However, the price for this service is one
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
eldritch power, granting the creature the following benefits. Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet. Quick Attack. As a Bonus Action, you can
your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book disappears
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
eldritch power, granting the creature the following benefits. Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet. Quick Attack. As a Bonus Action, you can
your hand at the end of a Short or Long Rest. This Book of Shadows (you determine its appearance) contains eldritch magic that only you can access, granting you the benefits below. The book
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
document granting permission to oversee the estate in the name of the crown), a land grant (a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to
buyers. Another character can use his or her downtime to assist with the search, granting advantage on the checks. On a failed check, no buyer for the item is found after a search that lasts 10 days. On
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
connect each level of a tower, and the trapdoor in the roof can be bolted shut from below. Breaking through a bolted trapdoor requires a successful DC 27 Strength (Athletics) check. Each tower contains
. The mage atop the gate tower (area 18a) demands to know who they are and why they have come, granting entry only if their answers raise no suspicions. As the visitors make their way through the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of lightning before sitting at her desk to write, granting her flashes of inspiration. The shelves hold thirty bottles of lightning. Any creature other than Endelyn that tries to drink the lightning
parchment into a paper bird that can fly (as described above) requires 1 minute and a successful DC 10 Dexterity (Sleight of Hand) check. The inks and quills on the desk are unremarkable. Hidden Belfry
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
sealed with a puzzle that requires pushing the right letter tiles in sequence. A pushed letter makes its whole word sink into the door with a click. The door unlocks when the correct combination is input
Dexterity (Sleight of Hand) check. Picking the lock has the same effect as solving the puzzle, granting access to area B6. B6: Matriarch’s Chamber Julian Kok The matriarch Kevetta Dolindar has become a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
exploration). A demon is trapped in each statue (see “Trapped Demons” below). Each statue is a Large object with AC 15, 100 hit points, and immunity to poison and psychic damage. Toppling a statue requires a
, granting access to areas 29e and 29f, then lets the characters desecrate King Melair’s tomb before it attacks them. If it needs allies, it knocks over more of the statues to free the other demons
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
normal or by spending a number of Sorcery Points equal to the spell’s level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material
on your forehead, granting you Advantage on Wisdom (Perception) checks; on an 7, pink bubbles float out of your mouth whenever you speak; on an 8, your skin turns a vibrant shade of blue for 24 hours
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the Cleric Features table. If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Spark. As a Magic action, you point your
, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier. Level 19: Epic Boon You gain an Epic Boon
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of the Cleric Features table. If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Spark. As a Magic action, you point
increases to 2d8. Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. 7 Harmonious. Attuning to this item takes only 1 minute. 8 Hidden Message. A message
bearing it. 12 Slothful. The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters using the rope, but requires a successful DC 10 Strength (Athletics) check by anyone climbing down the rough stone walls. On a failed check, a character tumbles down the sloping fissure and
key, they can open the doors without consequences. Opening the lock without the key requires a successful DC 17 Dexterity check using thieves’ tools. Any unsuccessful attempt to pick the lock triggers
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is deactivated and incapacitated, although that fact isn’t readily apparent. Activating the iron golem requires one to speak the proper command word. Not even Duke Zalto knows it. Casting an identify
(but missing) gemstone. Climbing the colossus to reach the ruby eye requires a DC 20 Strength (Athletics) check, since the surface has few handholds or footholds. Prying the ruby eye from its socket
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
immediately. Waterfall. The ceiling once contained a canal that channeled water from the third tier to the second. Now the water falls straight into the room, creating the bog. Treasure. Submerged in the
) Orange Elysium Elysian cherry (G24) Red Nine Hells Hellbloom (G17) Sleeping Concoction. The Burning Circle’s sleeping concoction requires two Arcadian lotus blossoms (see “Nature Lovers”). G21
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Obtaining the hilt requires smashing through the dais, which has AC 18, 50 hit points, and immunity to poison and psychic damage. If the dais is attacked or touched by any creature, two dao wearing
DC 15 Intelligence (Arcana) check, recognizes that the runes along the edge of the pool once channeled divination magic, but have been corrupted. Though the 10-foot-deep pool once held holy water
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
inside the room and requires a successful DC 20 Strength (Athletics) check to force open. A character who listens at either door and succeeds on a DC 10 Wisdom (Perception) check hears gruff voices
area is cracked, the iron hinges partially melted. Wrenching or smashing open the door requires a successful DC 15 Strength (Athletics) check. Nino Vecia Mormesk the Wraith Dust, ash, walls blackened