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Returning 35 results for 'choose wearing realms'.
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Spells
Player’s Handbook
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical
.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the
Monsters
Monster Manual
Immutable Form. The colossus can’t shape-shift.
Legendary Resistance (4/Day). If the colossus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The colossus has
":"Radiant"} Radiant damage. Success: Half damage. Failure or Success: A creature reduced to 0 Hit Points by this beam disintegrates into dust, leaving behind any magic items it was wearing or
Magic Items
Dungeon Master’s Guide
While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself
Monsters
Monster Manual
can choose to succeed instead.
Lordly Presence. Wisdom Saving Throw: DC 20, any enemy that starts its turn in a 30-foot Emanation originating from the animal lord. Failure: The target suffers the
returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
Animal Lordship. An animal lord represents the Sage, which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to
a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Magic Items
Dungeon Master’s Guide
regains 1d4 + 1 expended charges daily at dawn. While wearing the ring, you can cast a spell from it. Choose the spell from the list of available spells based on the Elemental Plane the ring is linked to
Elemental Plane of Air. Every Ring of Elemental Command has the following two properties:
Elemental Bane. While wearing the ring, you have Advantage on attack rolls against Elementals and they have
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
Spells
Player’s Handbook
Choose one creature or nonmagical object that you can see within range. The creature shape-shifting;shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a
creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target’s Challenge Rating or level. The target’s game
Monsters
Monster Manual
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged.
While in mist form, the vampire
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
Classes
Player’s Handbook
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sunlight, these hounds are usually met as a pack. Some faiths devoted to deities of gloom and night, such as that of Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs to work
from Nonmagical Attacks while in Dim Light or DarknessShadow Blend. While in dim light or darkness, the shadow mastiff becomes invisible, along with anything it is wearing or carrying. The
Classes
Tasha’s Cauldron of Everything
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds
network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with
the Underdark, all must cooperate to survive.
Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare
Monsters
Mordenkainen Presents: Monsters of the Multiverse
realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a
survive.
Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors
Monsters
The Book of Many Things
Legendary Resistance (2/Day). If the hag fails a saving throw, it can choose to succeed instead.
Trace the Threads (1/Day). The hag can cast the Legend Lore spell, requiring no material components
spent legendary actions at the start of its turn.
Destined Jaunt. The hag magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of
Classes
Tasha’s Cauldron of Everything
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds
network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
regulars or organized into elite strike forces for specific missions.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have
Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are
Magic Items
Mythic Odysseys of Theros
bodily functions. Once you put it on, it can’t be removed unless you choose to do so.
While wearing the armor, you have resistance to fire damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Monsters
Tyranny of Dragons
the fire can use an action to extinguish it.
Legendary Resistance (5/Day). While wearing the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead.Burning Touch
Severin has additional features while wearing the Mask of the Dragon Queen that are already accounted for in these statistics.
Special Equipment. Severin has the Mask of the Dragon Queen (see
Magic Items
Descent into the Lost Caverns of Tsojcanth
, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it
.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Hooked Spear", "rollDamageType":"piercing"} piercing damage. If the target is Medium or smaller, the derro can choose to deal no
);{"diceNotation":"1d8+2", "rollType":"damage", "rollAction":"Light Crossbow", "rollDamageType":"piercing"} piercing damage.Derro slink through the subterranean realms, seeking places that are safe from
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effective leaders in battle.
Among Lolth’s devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house captain, who
subterranean world of that god’s malevolence.Battle Command. Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space the seer can see, and then each creature within 10 feet of the target’s original space takes 39 (6d12
with any equipment it is wearing or carrying, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.A star spawn seer is most
Magic Items
Strixhaven: A Curriculum of Chaos
A masque charm is a small silver pin. While wearing this charm, you can use an action to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast, it can’t be cast
from the charm again until the next sunset. When casting the spell, you can have the spell last for its normal 1 hour duration or for 6 hours. If you choose the 6-hour duration, the charm becomes nonmagical when the spell ends. In either case, the spell ends if the charm is removed from you.
Monsters
Planescape: Adventures in the Multiverse
action)
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Warden archons are vigilant, ursine guardians of
portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like pools of silvery light. When warden archons speak, glimmering
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Legendary Resistance (3/Day). If the archon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The archon has advantage on saving throws against spells and other magical
celestial realms to watch over the boundary of the wilds and protect those who dare to cross it.
Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and shrink down to miniature size to spy on their targets.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been
of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.
Among the duergar of the Forgotten Realms
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were
-minded—in the Underdark, all must cooperate to survive.
Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand
Monsters
Mordenkainen Presents: Monsters of the Multiverse
will: Tasha's hideous laughter
1/day each: major image, suggestionTheir hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These
teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.Multiattack. The swashbuckler makes one Dagger attack and two Rapier
.
Many swashbucklers have a signature flourish with which they embellish their actions to make themselves more memorable. You can roll on the Swashbuckler Flourishes table or choose one of the options
Monsters
Tyranny of Dragons
disintegrates into a pile of ash.
Legendary Resistance (1/Day). If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.Greatsword (Hazirawn). Melee Weapon Attack
.
Draconic Majesty. While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).
Immolation. When Rezmir is reduced to 0 hit points, her body
Monsters
Van Richten’s Guide to Ravenloft
disappeared. The greater emissary uses the lesser emissary’s initiative count.
Legendary Resistance (3/Day). If the emissary fails a saving throw, it can choose to succeed instead.
Unusual
wearing or carrying isn’t transformed.The emissary can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another
Magic Items
Descent into the Lost Caverns of Tsojcanth
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination
of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your