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Returning 35 results for 'class raven globe to have removed'.
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Magic Items
Dungeon Master’s Guide
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
Monsters
Waterdeep: Dragon Heist
Special Equipment. Remallia has a figurine of wondrous power (silver raven).
Fey Ancestry. Remallia has advantage on saving throws against being charmed, and magic can't put her to sleep
level (1 slot): flesh to stone, globe of invulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. Remallia has a magical ward that has 30 hit
Monsters
Waterdeep: Dungeon of the Mad Mage
cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank
9th level (1 slot): time stop
*The archmage casts mind blank
, stoneskin and mage armor spells on itself before combat.Staff of Power. He wields a staff of power, with 20 charges, that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His
Monsters
Storm King's Thunder
alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
throw or after the possession ends.
If a creature possessed by the ghost is forcibly removed from the Eye of Annam, the ghost is expelled from its host and re-forms in the middle of this room.A ghost
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its hit point maximum is reduced by 7 (2d6);{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater
components and using Charisma as the spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, hold monster, invisibility (self only)
1/day each: feeblemind, globe of
Monsters
Eberron: Rising from the Last War
and is cursed until the hag dies or the curse is removed. The cursed creature's hit point maximum decreases by 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Nightmare Touch"} whenever
waits behind a silver skull.”
3
“Three days, three deaths, three eyes, three breaths.”
4
“Doom falls on the peacock and the sparrow alike. Best be a raven.”
5
“A white hand on a black field holds
Monsters
Eberron: Rising from the Last War
throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell
Magic Items
Eberron: Rising from the Last War
the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature. The
armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement
Monsters
Waterdeep: Dungeon of the Mad Mage
terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
or an archway previously removed in this way.
Halaster deactivates or reactivates one of Undermountain’s magic gates. The gate must be within 120 feet of him.
Regional Effects
When Halaster
Oinoloth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
magic, dispel magic, invisibility (self only)
1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice
Magic Resistance. The oinoloth has advantage on saving throws against spells and
);{"diceNotation":"2d6","rollType":"roll","rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same
Staff of Power
Legacy
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Magic Items
Basic Rules (2014)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack
save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt
Barbarian
Legacy
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Classes
Basic Rules (2014)
violated, or a coup that removed you from a position of authority.
QUICK BUILD
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength
Champion
Unlimited
+4
Class Features
As a barbarian, you gain the following class features.
races
Mordenkainen Presents: Monsters of the Multiverse
Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the
character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, which is warded by all manner of spells. She uses a silver raven figurine of wondrous power to deliver messages to Harper spies scattered throughout the city. Remallia Haventree
Medium humanoid (elf
), chaotic good
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
13(+1)
INT
18(+4)
WIS
15(+2)
CHA
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, which is warded by all manner of spells. She uses a silver raven figurine of wondrous power to deliver messages to Harper spies scattered throughout the city. Remallia Haventree
Medium humanoid (elf
), chaotic good
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
13(+1)
INT
18(+4)
WIS
15(+2)
CHA
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
class is presented in Tasha’s Cauldron of Everything.) Spells Level Spell School Class 2nd Air Bubble Conjuration Artificer, Druid, Ranger, Sorcerer, Wizard 5th Create Spelljamming Helm Transmutation
Artificer, Wizard Air Bubble Spell Air Bubble 2nd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: S Duration: 24 hours You create a spectral globe around the head of a willing
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
own avatar of death. A creature slain by an avatar of death can't be restored to life.
Avatar of Death
Medium undead, neutral evil
Armor Class 20 Hit Points half the hit point maximum of its
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
class is presented in Tasha’s Cauldron of Everything.) Spells Level Spell School Class 2nd Air Bubble Conjuration Artificer, Druid, Ranger, Sorcerer, Wizard 5th Create Spelljamming Helm Transmutation
Artificer, Wizard Air Bubble Spell Air Bubble 2nd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: S Duration: 24 hours You create a spectral globe around the head of a willing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Raven Raven
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 − 1)
Speed 10 ft., fly 50 ft.
STR
2 (−4)
DEX
14 (+2)
CON
8 (−1)
INT
2 (−4)
WIS
12
(+1)
CHA
6 (−2)
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 0 (10 XP)
Mimicry. The raven can mimic simple sounds it has heard, such as a person
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Raven Raven
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 – 1)
Speed 10 ft., fly 50 ft.
STR
2 (–4)
DEX
14 (+2)
CON
8 (–1)
INT
2 (–4)
WIS
12 (+1)
CHA
6 (–2)
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 0 (10 XP)
Mimicry. The raven can mimic simple sounds it has heard, such as a person
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Raven Raven
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 – 1)
Speed 10 ft., fly 50 ft.
STR
2 (–4)
DEX
14 (+2)
CON
8 (–1)
INT
2 (–4)
WIS
12 (+1)
CHA
6 (–2)
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 0 (10 XP)
Mimicry. The raven can mimic simple sounds it has heard, such as a person
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Raven Raven
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 − 1)
Speed 10 ft., fly 50 ft.
STR
2 (−4)
DEX
14 (+2)
CON
8 (−1)
INT
2 (−4)
WIS
12
(+1)
CHA
6 (−2)
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 0 (10 XP)
Mimicry. The raven can mimic simple sounds it has heard, such as a person
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
armillary chair, the globe closes again. Any attempt to prevent that closing overloads the mechanism; until the blockage is removed, any creature within 5 feet of the armillary sphere that isn’t
70. Armillary Sphere This chamber contains a bronze apparatus centered on a hinged arm. Slowly rotating within the arm is a 10-foot-diameter globe decorated by a topographic map of landforms and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
armillary chair, the globe closes again. Any attempt to prevent that closing overloads the mechanism; until the blockage is removed, any creature within 5 feet of the armillary sphere that isn’t
70. Armillary Sphere This chamber contains a bronze apparatus centered on a hinged arm. Slowly rotating within the arm is a 10-foot-diameter globe decorated by a topographic map of landforms and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
group won’t find that satisfying, you can avoid playing through a long overland journey by making use of the following scenario. Wherever the characters are when this session begins, a raven flies up
to them. The bird is part of an animal messenger relay dispatched by Leosin Erlanthar’s allies in the Emerald Enclave. The raven lands a dozen paces from you, then boldly hops closer, a flat parcel
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
group won’t find that satisfying, you can avoid playing through a long overland journey by making use of the following scenario. Wherever the characters are when this session begins, a raven flies up
to them. The bird is part of an animal messenger relay dispatched by Leosin Erlanthar’s allies in the Emerald Enclave. The raven lands a dozen paces from you, then boldly hops closer, a flat parcel
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Class 12
Hit Points 31 (7d8)
Speed 30 ft. in humanoid form; 10 ft., fly 50 ft. in raven form; 30 ft., fly 50 ft. in hybrid form
STR
10 (+0)
DEX
15 (+2)
CON
11 (+0
this, wereravens rarely reveal their hybrid forms. Nevertheless, folktales tell of eerie, raven-winged figures who appear prior to disasters and share mysterious prophecies. Such stories are true, in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Class 12
Hit Points 31 (7d8)
Speed 30 ft. in humanoid form; 10 ft., fly 50 ft. in raven form; 30 ft., fly 50 ft. in hybrid form
STR
10 (+0)
DEX
15 (+2)
CON
11 (+0
this, wereravens rarely reveal their hybrid forms. Nevertheless, folktales tell of eerie, raven-winged figures who appear prior to disasters and share mysterious prophecies. Such stories are true, in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
always require some sort of blood sacrifice, and their effects are usually transformative. For example, some Black Raven shamans know a ritual that allows them to hatch giant ravens from normal raven eggs
Depending on an Uthgardt shaman’s tribe, the shaman’s Innate Spellcasting feature gains additional spells the shaman can cast once per day.
Black Lion: chill touch, feign death, revivify
Black Raven
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
always require some sort of blood sacrifice, and their effects are usually transformative. For example, some Black Raven shamans know a ritual that allows them to hatch giant ravens from normal raven eggs
Depending on an Uthgardt shaman’s tribe, the shaman’s Innate Spellcasting feature gains additional spells the shaman can cast once per day.
Black Lion: chill touch, feign death, revivify
Black Raven
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Swarm of Ravens Swarm of Ravens
Medium swarm of Tiny beasts, unaligned
Armor Class 12
Hit Points 24 (7d8 − 7)
Speed 10 ft., fly 50 ft.
STR
6 (−2)
DEX
14 (+2)
CON
8
can move through any opening large enough for a Tiny raven. The swarm can’t regain hit points or gain temporary hit points.
Actions
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Swarm of Ravens Swarm of Ravens
Medium swarm of Tiny beasts, unaligned
Armor Class 12
Hit Points 24 (7d8 − 7)
Speed 10 ft., fly 50 ft.
STR
6 (−2)
DEX
14 (+2)
CON
8
can move through any opening large enough for a Tiny raven. The swarm can’t regain hit points or gain temporary hit points.
Actions
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Imp Imp
Tiny fiend (devil, shapechanger), lawful evil
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft. (20 ft. in rat form; 20 ft., fly 60 ft. in raven form; 20 ft., climb 20
Senses Darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP)
Shapechanger. The imp can use its action to polymorph into the beast form of a rat, a raven, or a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Imp Imp
Tiny fiend (devil, shapechanger), lawful evil
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft. (20 ft. in rat form; 20 ft., fly 60 ft. in raven form; 20 ft., climb 20
Senses Darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP)
Shapechanger. The imp can use its action to polymorph into the beast form of a rat, a raven, or a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Archmage Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
12(+1
shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1