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Returning 35 results for 'chosen wearing realm'.
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Magic Items
Dungeon Master’s Guide
This amulet is fashioned from a shard of resilient material originating from an otherworldly realm. While you are wearing it, you gain the following benefits.
Spellcasting Focus. You can use the
Monsters
Monster Manual
Restoration"} days, reviving with all its Hit Points in the Far Realm or another location chosen by the DM.
Legendary Resistance (3/Day, or 4/Day in Lair). If the aboleth fails a saving throw, it can choose
Spells
Player’s Handbook
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an
unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item
Spells
Player’s Handbook
of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts
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.
Magic Items
Dungeon Master’s Guide
stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring
. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any
Magic Items
Dungeon Master’s Guide
you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it disappears. Unless the card is the Fool or
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
Magic Items
Dungeon Master’s Guide
Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting
them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the DM.
Any creature can cast a spell of level 1 through
Monsters
Candlekeep Mysteries
as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are chosen, they can’t
Alternate Forms. The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such
Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Aberrant Form", "rollDamageType":"psychic"} psychic damage.
Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying
Monsters
Phandelver and Below: The Shattered Obelisk
gemstone. Unknown to Ruxithid the Chosen, a new group of mind flayer fanatics that draw power from the Far Realm planted it for him to find. The gemstone lets Ruxithid telepathically communicate with the
Monsters
Phandelver and Below: The Shattered Obelisk
":"recharge", "rollAction":"Unleash Void"}. The mind flayer opens a rift into the Far Realm, centered on a point the mind flayer can see within 60 feet of itself, and a tentacle lashes across creatures near the
its AC against that attack roll, potentially causing it to miss. Then the mind flayer, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can
Dark Shard Amulet
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Xanathar's Guide to Everything
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
You can
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Far Realm Parasite. Inside the lich’s torso dwells a wormlike parasite that contains the lich’s soul. When the lich dies, it implodes into the parasite, which then vanishes into the Far
Realm. In 2d4;{"diceNotation":"2d4","rollType":"roll","rollAction":"Far Realm Parasite (Days)"} days, the parasite causes the lich to reappear within 1d4;{"diceNotation":"1d4","rollType":"roll
Monsters
Phandelver and Below: The Shattered Obelisk
Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Aberrant Form", "rollDamageType":"psychic"} psychic damage.
Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying
Monsters
Keys from the Golden Vault
Ashen Creature. When the knight drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.
Brave. The knight has advantage on saving
undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.Fire
Monsters
The Book of Many Things
", "rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or have the prone condition.When the Grim Harrow first found the faerie realm
; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksShadow Step (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Shadow Step"}. The hound magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.
Magic Items
Tasha’s Cauldron of Everything
This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if
your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can
Monsters
Guildmasters’ Guide to Ravnica
equipment he is wearing or carrying isn't transformed.
Psychic Defenses. Unless Lazav is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is
21 Dexterity saving throw or take 18 (4d8);{"diceNotation":"4d8","rollType":"roll"} damage of a type chosen by Lazav: acid, cold, fire, lightning, or necrotic.PoisonNecrotic, Psychic
Magic Items
Vecna: Eve of Ruin
chosen creature’s appearance exactly, including its voice. Your size and speed are replaced by the chosen creature’s. You otherwise retain your own game statistics. While in this new form
the chosen creature for the purposes of spells, traps, and other defenses that wouldn’t target the chosen creature.
While in your disguised form, any lies you tell always seem to be true, no
Monsters
Fizban's Treasury of Dragons
dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far
Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumph;flumphs. These Aberrations, which oppose the depredations of mind flayer;mind flayers and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, a god of death and memory. They were brought to that realm in ages past, so long ago that they’re now adapted to its cheerless environment, both physically and mentally.
Eons of exposure to
the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and swollen joints that give them a corpselike aspect. They appear
Monsters
Phandelver and Below: The Shattered Obelisk
. The refraction teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied place that it can see.The refraction can take 3 legendary actions, choosing from the
-Brain. When Ilsensine left the Far Realm to establish a divine domain elsewhere, pieces of the God-Brain sloughed away and awoke to sentience. This is Ilvaash, the Dissonant Psyche.
The refraction of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invisible and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or
shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they’re now adapted to its cheerless
Magic Items
Storm King's Thunder
finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains
a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
Magic Items
Storm King's Thunder
transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit
based on its form:
Cloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made
Magic Items
Bigby Presents: Glory of the Giants
Originally crafted for ground-bound giant brawlers to fight against dragons and other enormous predators of the sky, these studded gauntlets are engraved with the dragon rune.
While you are wearing
, or poison. You have resistance to the chosen damage type until you finish another long rest.
Invoking the Runes. As a bonus action, you can invoke the gauntlets’ runes and summon two enormous
Monsters
Bigby Presents: Glory of the Giants
existence of gargantuas. One tale connects their origin to an ancient enclave’s pact with an entity from the Far Realm. Another claims that Karontor, “the banished son” of Annam
.
Teleport. The gargantua teleports, along with any equipment it is wearing or carrying, to an unoccupied space that it can see within 120 feet of itself.
Monsters
Fizban's Treasury of Dragons
wisdom to accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making
them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumph;flumphs. These Aberrations, which oppose the depredations of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin’s magic. The chosen location is almost always hard to
), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:
Create Comforts. The ki-rin conjures up one or more permanent objects
Magic Items
The Book of Many Things
the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.
Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and
material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Chaos. You gain resistance to one of the following damage types (chosen by the DM): acid
Magic Items
The Book of Many Things
This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The
trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards; see chapter 18). While your soul is trapped in this
Magic Items
The Book of Many Things
(Arcana) check. On a successful check, you and eight other willing creatures touching the telescope, along with everything all travelers are wearing and carrying, safely teleport to unoccupied spaces
chosen by the DM.
3
Excess cosmic energy overloads the telescope, causing it to explode. Each creature within 60 feet of the telescope takes 8d6 necrotic damage. Any Humanoid who survives this damage
Monsters
The Book of Many Things
illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two
)","rollDamageType":"poison"}, chosen by the villain when the villain uses this action.
Regional Effects
The region containing a villain’s lair is warped by their presence, creating one or more
Monsters
Storm King's Thunder
the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends
);{"diceNotation":"2d8","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.Yakfolk, known among themselves as Yikaria (“the Lucky Chosen” in their language
Monsters
Storm King's Thunder
the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends
and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.Yakfolk, known among themselves as Yikaria (“the Lucky Chosen






