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Returning 35 results for 'condition rarity guards to have reddit'.
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Magic Items
D&D Free Rules (2024)
7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51–55
You have the Stunned condition until the end of your next turn, believing something awesome
sickness” and have the Poisoned condition for 1 hour.
71–75
You have the Petrified condition until the end of your next turn.
76–80
You pull a nonmagical object out of
Magic Items
Dungeon Master’s Guide (2024)
disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.
Quaal’s Feather Tokens
1d100
Token
Rarity
01-20
Quaal's
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
Magic Items
Dungeon Master’s Guide (2024)
. You have Immunity to Poison damage and the Poisoned condition.
Regeneration. If you start your turn with at least 1 Hit Point, you regain 1d10 Hit Points.
Wish. You can cast Wish. Once used, this
’s many hidden vaults, where it waits to be rediscovered.
Applicable Artifacts
Name
Rarity
Eye of Vecna
Artifact
Hand of Vecna
Artifact
Magic Items
The Book of Many Things
Each of these black leg guards is decorated with a motif of monstrous skulls screaming in terror.
The greaves have 3 charges. While wearing these greaves, you can use a bonus action to expend 1
magic.
You have disadvantage on saving throws against the frightened condition. Whenever you start your turn frightened, the greaves release an ear-piercing scream. You and each creature within 10 feet
Monsters
Quests from the Infinite Staircase
on a DC 17 Constitution saving throw or have the paralyzed condition until the start of Drelnza’s next turn. Celestials have disadvantage on the saving throw.
Charm. Drelnza targets one
Humanoid she can see within 30 feet of herself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition. While charmed in this way, the target regards Drelnza as a trusted
Monsters
Spelljammer: Adventures in Space
Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep.
Unusual Nature. The elf doesn
important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat.
Astral Elves
Long ago, some elves ventured
Monsters
Vecna: Eve of Ruin
most numerous in Underdark areas that Lolth’s faithful claim as their own. Lolth worshipers might employ spiderdragons as guards or treat them as venerated guests. The creatures aren’t as
or have the restrained condition while in the web. As an action, a creature can free itself or another creature from the web by succeeding on a DC 15 Strength check.
A 5-foot cube of the web is destroyed if it takes at least 10 acid, fire, or slashing damage on a single turn.
magic-items
pounds.
While holding the stone, you gain a bonus to Strength and Constitution saving throws determined by the runestone’s rarity, and you can use the following properties.
Crushing Weight (Rare
+). When you are within 5 feet of a creature with the Prone condition, you can take a Bonus Action to set the stone on the creature to give it the Restrained condition. The creature can take an action to
magic-items
is etched with hatch marks, tallying its kills. You gain a bonus to attack rolls and damage rolls with this magic weapon determined by its rarity. While holding the scythe, you can use the following
properties.
Feed on Fear (Rare+). Once during your turn, when you attack with the scythe and hit a creature that has the Frightened condition, it takes an extra 1d10 (Legendary: 2d10) Psychic damage
magic-items
pounds.
While holding the stone, you gain a bonus to Strength and Constitution saving throws determined by the runestone’s rarity, and you can use the following properties.
Crushing Weight (Rare
+). When you are within 5 feet of a creature with the Prone condition, you can take a Bonus Action to set the stone on the creature to give it the Restrained condition. The creature can take an action to
magic-items
pounds.
While holding the stone, you gain a bonus to Strength and Constitution saving throws determined by the runestone’s rarity, and you can use the following properties.
Crushing Weight (Rare
+). When you are within 5 feet of a creature with the Prone condition, you can take a Bonus Action to set the stone on the creature to give it the Restrained condition. The creature can take an action to
magic-items
pounds.
While holding the stone, you gain a bonus to Strength and Constitution saving throws determined by the runestone’s rarity, and you can use the following properties.
Crushing Weight (Rare
+). When you are within 5 feet of a creature with the Prone condition, you can take a Bonus Action to set the stone on the creature to give it the Restrained condition. The creature can take an action to
magic-items
Spellcasting Focus for your spells; you gain a bonus determined by its rarity to spell attack rolls, your spell save DC, and Charisma (Performance) checks; and you can use the following properties.
Fiendish
condition (ignoring a demon’s Immunity) for 1 minute. The Charmed condition ends if you or your allies deal damage to the target or force it to make a saving throw. Once a creature is Charmed in this
magic-items
Lord of Fools.
While holding the marotte, you can use it as a Spellcasting Focus for your spells, you gain a bonus to spell attack rolls and your spell save DC determined by the marotte’s rarity
, and you can use the following properties.
Coulrophobia (Rare+). When you succeed on a saving throw to avoid the Frightened condition, you can take a Reaction to force the creature that created the
magic-items
is etched with hatch marks, tallying its kills. You gain a bonus to attack rolls and damage rolls with this magic weapon determined by its rarity. While holding the scythe, you can use the following
properties.
Feed on Fear (Rare+). Once during your turn, when you attack with the scythe and hit a creature that has the Frightened condition, it takes an extra 1d10 (Legendary: 2d10) Psychic damage
magic-items
is etched with hatch marks, tallying its kills. You gain a bonus to attack rolls and damage rolls with this magic weapon determined by its rarity. While holding the scythe, you can use the following
properties.
Feed on Fear (Rare+). Once during your turn, when you attack with the scythe and hit a creature that has the Frightened condition, it takes an extra 1d10 (Legendary: 2d10) Psychic damage
magic-items
Spellcasting Focus for your spells; you gain a bonus determined by its rarity to spell attack rolls, your spell save DC, and Charisma (Performance) checks; and you can use the following properties.
Fiendish
condition (ignoring a demon’s Immunity) for 1 minute. The Charmed condition ends if you or your allies deal damage to the target or force it to make a saving throw. Once a creature is Charmed in this
magic-items
Spellcasting Focus for your spells; you gain a bonus determined by its rarity to spell attack rolls, your spell save DC, and Charisma (Performance) checks; and you can use the following properties.
Fiendish
condition (ignoring a demon’s Immunity) for 1 minute. The Charmed condition ends if you or your allies deal damage to the target or force it to make a saving throw. Once a creature is Charmed in this
magic-items
is etched with hatch marks, tallying its kills. You gain a bonus to attack rolls and damage rolls with this magic weapon determined by its rarity. While holding the scythe, you can use the following
properties.
Feed on Fear (Rare+). Once during your turn, when you attack with the scythe and hit a creature that has the Frightened condition, it takes an extra 1d10 Psychic damage.
Sweep of Dread
magic-items
.
While you hold or wear the whistle, you gain a bonus determined by the whistle’s rarity to all saving throws, and you can use the following properties.
Call the Dead (Rare+). As a Magic action
Bonus Action, you can detect the presence and location of Undead within 60 feet of you, even through Total Cover of any material other than iron or lead.
Undaunted (Rare+). You have Advantage on saving throws against the Frightened condition.
magic-items
the Tall Man. You gain a bonus to attack rolls and damage rolls made with this magic weapon determined by the hook’s rarity. While holding the hook, you can use the following properties.
Snare
all expended uses when you roll Initiative.
Strike from Shadows (Very Rare+). When you start your turn with the Invisible condition, you have Advantage on the first attack you make on your turn, even
magic-items
, you gain a bonus determined by the crown’s rarity to spell attack rolls and to your spell save DC for Necromancy spells and spells that deal Necrotic damage, and you can use the following
until the next dusk.
Compel Undead (Legendary). As a Magic action, you can choose an Undead within 30 feet of you. It must succeed on a DC 19 Wisdom saving throw or have the Charmed condition for 1
magic-items
wearing the mask, you gain a bonus to Wisdom and Charisma saving throws determined by the mask’s rarity, and you can use the following properties.
Gift of the Night Goddess (Rare+). You can see
Frightened creature of your choice within 60 feet of you must make a DC 15 Wisdom saving throw. On a success, the condition ends, and if the creature is in an area of Darkness, it gains 2d10 Temporary Hit Points.
magic-items
the Tall Man. You gain a bonus to attack rolls and damage rolls made with this magic weapon determined by the hook’s rarity. While holding the hook, you can use the following properties.
Snare
all expended uses when you roll Initiative.
Strike from Shadows (Very Rare+). When you start your turn with the Invisible condition, you have Advantage on the first attack you make on your turn, even
magic-items
the Tall Man. You gain a bonus to attack rolls and damage rolls made with this magic weapon determined by the hook’s rarity. While holding the hook, you can use the following properties.
Snare
all expended uses when you roll Initiative.
Strike from Shadows (Very Rare+). When you start your turn with the Invisible condition, you have Advantage on the first attack you make on your turn, even
magic-items
Spellcasting Focus for your spells; you gain a bonus determined by its rarity to spell attack rolls, your spell save DC, and Charisma (Performance) checks; and you can use the following properties.
Fiendish
condition (ignoring a demon’s Immunity) for 1 minute. The Charmed condition ends if you or your allies deal damage to the target or force it to make a saving throw. Once a creature is Charmed
magic-items
, you gain a bonus determined by the crown’s rarity to spell attack rolls and to your spell save DC for Necromancy spells and spells that deal Necrotic damage, and you can use the following
until the next dusk.
Compel Undead (Legendary). As a Magic action, you can choose an Undead within 30 feet of you. It must succeed on a DC 19 Wisdom saving throw or have the Charmed condition for 1
magic-items
wearing the mask, you gain a bonus to Wisdom and Charisma saving throws determined by the mask’s rarity, and you can use the following properties.
Gift of the Night Goddess (Rare+). You can see
start of your turn, a Frightened creature of your choice within 60 feet of you must make a DC 15 Wisdom saving throw. On a success, the condition ends, and if the creature is in an area of Darkness, it
magic-items
ancient forest archfey deep within your mind.
While wearing the mask, you gain a bonus to your damage rolls when you deal Fire damage determined by the mask’s rarity, and you can use the following
expend up to 5 Hit Point Dice to regain a spell slot of a level equal to the number of Hit Dice spent. Alternatively, you can touch a creature that is willing or that has the Unconscious condition and
magic-items
Lord of Fools.
While holding the marotte, you can use it as a Spellcasting Focus for your spells, you gain a bonus to spell attack rolls and your spell save DC determined by the marotte’s rarity
, and you can use the following properties.
Coulrophobia (Rare+). When you succeed on a saving throw to avoid the Frightened condition, you can take a Reaction to force the creature that created the
magic-items
.
While you hold or wear the whistle, you gain a bonus determined by the whistle’s rarity to all saving throws, and you can use the following properties.
Call the Dead (Rare+). As a Magic action
saving throws against the Frightened condition.
Call the Undead (Very Rare+). As a Magic action, you can blow the whistle to cast Banishment against an Undead creature (save DC = 16 + the whistle’s
magic-items
Lord of Fools.
While holding the marotte, you can use it as a Spellcasting Focus for your spells, you gain a bonus to spell attack rolls and your spell save DC determined by the marotte’s rarity
, and you can use the following properties.
Coulrophobia (Rare+). When you succeed on a saving throw to avoid the Frightened condition, you can take a Reaction to force the creature that created the
magic-items
Lord of Fools.
While holding the marotte, you can use it as a Spellcasting Focus for your spells, you gain a bonus to spell attack rolls and your spell save DC determined by the marotte’s rarity
, and you can use the following properties.
Coulrophobia (Rare+). When you succeed on a saving throw to avoid the Frightened condition, you can take a Reaction to force the creature that created the
magic-items
.
While you hold or wear the whistle, you gain a bonus determined by the whistle’s rarity to all saving throws, and you can use the following properties.
Call the Dead (Rare+). As a Magic action
saving throws against the Frightened condition.
Call the Undead (Very Rare+). As a Magic action, you can blow the whistle to cast Banishment against an Undead creature (save DC = 16 + the whistle’s
magic-items
corruption writhing within her eyes.
While wearing the veil, you gain a bonus to Wisdom checks and Wisdom saving throws determined by the veil’s rarity, and you can use the following properties
caster must succeed on a DC 19 Wisdom saving throw. On a failed save, the caster takes 6d8 Psychic damage and has the Incapacitated condition for 1 minute. At the end of each of the caster's turns, it repeats the saving throw, ending the effect on itself on a success.