Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'closes rely growing to have requires'.
Other Suggestions:
chosen roll glowing to have requires
causes roll glowing to have requires
chooses roll glowing to have requires
chosen rest glowing to have requires
closer roll glowing to have requires
Magic Items
Dungeon Master’s Guide
64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it is destroyed, and its
gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.
Magic Items
Dungeon Master’s Guide
requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.
If any of its pouches is overloaded, pierced, or
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Magic Items
Dungeon Master’s Guide
. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.
To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed
unable to benefit from bonuses to speed.
2
Forward window shutter opens.
Forward window shutter closes.
3
Side window shutters open (two per side).
Side window shutters close (two per
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The kobold makes two Dagger or Chromatic Bolt
requires them not to fawn over their master at all times. They also understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became
Monsters
Acquisitions Incorporated
charmed, and magic can't put him to sleep.
Sunlight Sensitivity. While in sunlight, K'thriss has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Innate
relic known as the Black Altar, exposing him to their infinite truths and shocking the drow's hair jet-black. His matching “beard” is actually a slow-growing colony of inert spores that K'thriss
Monsters
Baldur’s Gate: Descent into Avernus
.
Ray of Sickness (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Ray of Sickness"} to hit, range 60 ft., one creature. Hit: 9
","rollAction":"Ray of Sickness"} for each slot level above 1st.
Scorching Ray (2nd-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
Monsters
Baldur’s Gate: Descent into Avernus
; Requires a Spell Slot). Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit, range 60 ft., one creature. Hit: 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollDamageType
replacing the normal flail’s striking head. Necromite of Myrkul;Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull Lasher of Myrkul;Skull
Monsters
Out of the Abyss
starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and
Monsters
Waterdeep: Dungeon of the Mad Mage
Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
Monsters
Eberron: Rising from the Last War
Belashyrra. One random eye ray of Belashyrra’s shoots from that eye at a target of Belashyrra’s choice that it can see. The eye then closes and disappears.
Belashyrra creates a wave of
transmutation, growing eyes or eyestalks that Belashyrra can see through.
A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a DC 21 Wisdom saving throw or descend into a type of
Monsters
Fizban's Treasury of Dragons
is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on
topaz dragon their monarch, despite the dragon’s complete lack of interest and growing annoyance toward them.
Cold, Necrotic
Bag of Holding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and
inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) Damage Immunities: poison, psychic
To be used as a vehicle, the apparatus requires one pilot. While the
it unable to benefit from bonuses to speed.
2
Forward window shutter opens.
Forward window shutter closes.
3
Side window shutters open (two per side).
Side window shutters close (two
monsters
community survives and in time its numbers swell.
Growing Demands. As the community thrives, the demands placed upon them grow. Soon, they must offer up so many living sacrifices that they cannot afford to
rely on culling the weak among their own numbers. The community seeks outsiders. Brutal and vicious cults rely on raids, but more cunning ones lure strangers to their lands with promises of food and
Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The
within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Heward's Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The
within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) Damage Immunities: poison, psychic
To be used as a vehicle, the apparatus requires one pilot. While the
making it unable to benefit from bonuses to speed.
2
Forward window shutter opens.
Forward window shutter closes.
3
Side window shutters open (two per side).
Side window shutters close (two
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
beholder’s choice that it can see. The eye then closes and disappears.
The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two
Magic Items
Lost Laboratory of Kwalish
item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space
the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
A spectral eye
. The eye then closes and disappears.
The death tyrant can’t repeat an effect until all three have been used, and it can’t use the same effect on consecutive rounds.
Regional Effects
A
monsters
again. While cursed, the target has Disadvantage on attack rolls and on ability checks that rely on an ability of the sinner’s choice.
Blunderbuss. Ranged Attack Roll: +9;{"diceNotation":"1d20+9
Paralyzed target takes damage, the condition ends early.
Spellcasting (Requires Curse Bottle). The sinner casts one of the following spells using his Curse Bottle (and no other Material components
Monsters
Mordenkainen's Fiendish Folio Volume 1
Keen Smell. The assassin bug has advantage on Wisdom (Perception) checks that rely on smell.Multiattack. The assassin bug makes two bite attacks.
Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
corpses or a more insidious means of ridding the wilderness of growing humanoid populations. Little information survives regarding this sect, but the assassin bugs' unsettling humanoid-like limbs and
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
transformation. Every use of the ritual must be modified to suit the individual undergoing transformation, and requires rare herbs, exotic magical substances, snakes, and one or more humans to be sacrificed
betters. Leaders rely on this zealotry in their plans, and although they don’t needlessly waste the lives of purebloods on futile actions, most strategies include a fallback option in which mobs
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
feet high.
Light. Phosphorescent moss growing on the walls fills the caves with dim green light, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Stalagmites. Medium-sized
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
feet high.
Light. Phosphorescent moss growing on the walls fills the caves with dim green light, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Stalagmites. Medium-sized
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Belt of Dwarvenkind Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage
on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Belt of Dwarvenkind Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage
on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of
classes
Basic Rules (2014)
Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Belt of Dwarvenkind Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage
on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Belt of Dwarvenkind Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage
on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Eyes of the Eagle Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Eyes of the Eagle Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Eyes of the Eagle Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Eyes of the Eagle Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Knave’s Eye Patch Wondrous item, rare (requires attunement) While wearing this eye patch, you gain these benefits: You have advantage on Wisdom (Perception) checks that rely on sight. If you have the