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Returning 14 results for 'choice with resistant'.
Other Suggestions:
choice with resistance
choose with resistance
choose with resistant
choices with resistance
chance with resistance
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
8 miles per hour (80 feet per round) in a direction of the creature’s choice. The iceberg continues this movement until the attuned creature changes the direction and speed or the creature’s
cast that spell with the property again until it finishes a long rest. Weather Resistance. A creature attuned to the iceberg’s shard is resistant to cold damage and immune to the effects of strong wind
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rules from chapter 6 of the Player’s Handbook, your Dungeon Master might allow you to take a feat as a variant supernatural gift. You gain one feat of your choice. This list suggests twelve feats from
fruit that blessed me with extraordinary resilience. (Resilient)
I studied with a supernatural tutor. (Skilled)
I was bathed in the waters of a mystic river that left my skin resistant to harm—and glittering with starlight. (Tough)
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
8 miles per hour (80 feet per round) in a direction of the creature’s choice. The iceberg continues this movement until the attuned creature changes the direction and speed or the creature’s
cast that spell with the property again until it finishes a long rest. Weather Resistance. A creature attuned to the iceberg’s shard is resistant to cold damage and immune to the effects of strong wind
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rules from chapter 6 of the Player’s Handbook, your Dungeon Master might allow you to take a feat as a variant supernatural gift. You gain one feat of your choice. This list suggests twelve feats from
fruit that blessed me with extraordinary resilience. (Resilient)
I studied with a supernatural tutor. (Skilled)
I was bathed in the waters of a mystic river that left my skin resistant to harm—and glittering with starlight. (Tough)
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
uniforms (your choice), a purse containing 30 gp, and three trinkets (determined randomly by rolling on the Trinkets table in the Player’s Handbook). M4: Cold Locker Six mortuary stretchers, chilled
of heat-resistant glass—are shut while its flame spouts are active. When triggered, the safety lever causes both doors to slam shut and lock for 1 minute, during which time the bright-red furnace
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
uniforms (your choice), a purse containing 30 gp, and three trinkets (determined randomly by rolling on the Trinkets table in the Player’s Handbook). M4: Cold Locker Six mortuary stretchers, chilled
of heat-resistant glass—are shut while its flame spouts are active. When triggered, the safety lever causes both doors to slam shut and lock for 1 minute, during which time the bright-red furnace
Equipment
:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Equipment
regardless of size:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as
choice.
57–58
A blast of raw contaminated energy explodes forth from the triggering creature in a 20-foot radius. All other creatures in the area must make a DC 15 Constitution saving
Equipment
:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as slashing
.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice.
57
Equipment
size:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Equipment
:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Equipment
:
Immune to necrotic, poison, and psychic damage; as well as bludgeoning, piercing, and slashing damage from nonmagical weapons.
Resistant to acid, cold, fire, and lightning damage; as well as
.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
insidious suggestions fail to take hold, an elder brain asserts its dominance more directly. It seizes control of a resistant mind and controls the creature’s body as it would a puppet. Against the rare
elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
insidious suggestions fail to take hold, an elder brain asserts its dominance more directly. It seizes control of a resistant mind and controls the creature’s body as it would a puppet. Against the rare
elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at