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Returning 35 results for 'come rather gain to her require'.
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Equipment
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Spells
Player’s Handbook
creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature
.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
Spells
Player’s Handbook
.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide
your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
Classes
Player’s Handbook
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Becoming a Rogue...
As a Level 1 Character
Gain all the traits in the Core Rogue
Magic Items
Dungeon Master’s Guide
The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
Classes
Player’s Handbook
used across the multiverse.
The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
Magic Items
Dungeon Master’s Guide
the devil’s allies and followers a few times before being able to confront the devil.
In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or
which you are proficient appears on your person. The DM chooses the weapon.
Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of
Monsters
Princes of the Apocalypse
Reckless. At the start of his turn, Padraich can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.Maul
":"Maul","rollDamageType":"bludgeoning"} bludgeoning damage.Unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
Monsters
Storm King's Thunder
Reckless. At the start of their turn, the Uthgardt leader can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against them have advantage until the start of their
":"damage","rollAction":"Oathbow","rollDamageType":"piercing"} piercing damage against a sworn enemy. (See chapter 7 of the Dungeon Master’s Guide for other properties of the oathbow.)Unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
Monsters
Storm King's Thunder
Reckless. At the start of his turn, Halric can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.greataxe
":"damage","rollAction":"magicitem","rollDamageType":"slashing"} slashing damage.Unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
Monsters
Princes of the Apocalypse
Reckless. At the start of her turn, Fennor can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next
);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage.Unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
Monsters
Waterdeep: Dragon Heist
","rollDamageType":"piercing"} piercing damage.Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly
gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Monsters
Candlekeep Mysteries
Unusual Nature. The kiddywidget doesn’t require air, food, drink, or sleep.Multiattack. The kiddywidget makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack
skitterwidgets that are created rather than born, kiddywidgets aren’t beholden to the wearer of a control ring, even after they grow to become skitterwidgets.Lightning, Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest.
Chokers have cartilage rather than a bony skeleton. This flexible internal structure
corpse serves to entice other curious folk—explorers from the surface world, drow, duergar, or the choker’s favorite prey, goblins—to come within reach.
When a target presents itself
Monsters
Planescape: Adventures in the Multiverse
vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Telepathic Shroud. The swarm is immune to any
points remaining.The cranium rat squeaker;cranium rats squeakers of Sigil have no connection to the mind flayers that created their progenitors. Rather, these magical rodents cooperate with the
Monsters
Waterdeep: Dragon Heist
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit
points.
Mechanical. The swarm is made up of Tiny constructs and doesn't require air, food, drink, or sleep.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
Monsters
Eberron: Rising from the Last War
Crossbow","rollDamageType":"piercing"} piercing damage.Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is
trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
indefinitely.
Unusual Nature. The gadabout doesn’t require food or sleep.Multiattack. The gadabout makes two Branch attacks.
Branch. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType
’s leaves even provide a nourishing syrup that its wearer can consume in the absence of other food and water. One Humanoid can survive on these leaves for up to sixty days.
Gadabouts require
Monsters
Tomb of Annihilation
","rollAction":"Hand Crossbow","rollDamageType":"piercing"} piercing damage.Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat
politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Monsters
Candlekeep Mysteries
’t require air, food, drink, or sleep.Multiattack. The golem makes two attacks.
Slam. Melee Weapon Attack: +10 ;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Slam"}to hit, reach 5 ft
, normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak.Poison
Monsters
Spelljammer: Adventures in Space
Unusual Nature. The scavver doesn’t require air.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit (with advantage if the target is a
—brown and gray—rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver
Monsters
Icewind Dale: Rime of the Frostmaiden
network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection racket in
his criminal ventures by capturing him.
Rather than put Gant to death for his crimes in Icewind Dale, the Council of Speakers in Ten-Towns made a deal with representatives of the Lords' Alliance to have
Magic Items
Waterdeep: Dungeon of the Mad Mage
When you drink this potion, you gain the following benefits for the next 8 hours: magic can’t put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don’t require sleep, such as elves.
Monsters
Spelljammer: Adventures in Space
Unusual Nature. The scavver doesn’t require air.Bite. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite"} to hit (with advantage if the target is a
;rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver has a single large eye in the
Monsters
Icewind Dale: Rime of the Frostmaiden
charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts
painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn’s suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
action. He otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the body
Monsters
Out of the Abyss
individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Monsters
Thieves’ Gallery
relies on charisma first—rather than magic or muscle—to escape trouble. Once a member of the Harpers, a spy organization dedicated to protecting Faerûn’s common folk, Edgin has
confidence and rakish demeanor make him a natural leader. With carefully chosen words, he inspires the members of his thieves’ crew to greatness. But when his past mistakes come calling, Edgin must
Magic Items
Mythic Odysseys of Theros
The chariot’s riders and creatures pulling the chariot gain a +1 bonus to their AC.
If this magic chariot is pulled by one or more flying creatures, it too can fly.
CHARIOTS
Chariots and
costs you 5 feet of movement, rather than a number of feet equal to half your speed.
Being mounted on a chariot grants you half cover.
A chariot’s speed is equal to the speed of the slowest
Monsters
Journeys through the Radiant Citadel
Magic Resistance. The pari has advantage on saving throws against spells and other magical effects.
Unusual Nature. The pari doesn’t require food, drink, or sleep.Multiattack. The
. A visit from a pari is often a prophetic warning or portent of an event yet to come. Pari have pastel blue skin, wear robes and armor, and have two sets of wings with vivid red feathers sprouting from their back.Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
The Wild Beyond the Witchlight
on a DC 18 Intelligence (Investigation) check to discern that Squirt is animate.
Unusual Nature. Squirt doesn’t require air, food, drink, or sleep.Slam. Melee Weapon Attack: +4;{"diceNotation
elf used her magic to animate the oilcan in jest. Having come alive at a party, Squirt was imbued with the urge to seek out fun wherever it can be found.
Alignment. Chaotic neutral.
Personality
Vampiric Mist
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Tales from the Yawning Portal
without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight
), several clouds of vampiric mist appear and attempt to engulf any who don’t escape the place quickly.
Undead Nature. A vampiric mist doesn’t require air or sleep.PoisonAcid, Cold, Lightning, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Curse of Strahd
witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and
feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. Vladimir continued to wage the hopeless war, even as Strahd tightened his grip on the valley
Monsters
Spelljammer: Adventures in Space
a failed save, or half as much damage on a successful one.
Unusual Nature. The autognome doesn’t require air, food, drink, or sleep.Multiattack. The autognome makes two Shock attacks.
Shock
distinguish between species; if an autognome sees a group of adults battling a lunar dragon wyrmling, for instance, it would come to the wyrmling's defense.Poison
Monsters
Spelljammer: Adventures in Space
Unusual Nature. The scavver doesn’t require air.Swallowing Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Swallowing Bite"} to hit, reach 5 ft., one
formidable, in part because they often don’t wait for their meals to come to them.
A scavver has a single large eye in the leading edge of its head. This eye glows while the creature is awake. Its