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Returning 35 results for 'condition realizes grassy to have receive'.
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Spells
Player’s Handbook
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You
Spells
Player’s Handbook
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You
Spells
Player’s Handbook
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it
.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can
Monsters
Phandelver and Below: The Shattered Obelisk
", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"psychic"} psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 16) and must succeed on a DC 16
Intelligence saving throw or have the stunned condition until the grapple ends.
Eldritch Bolt. Ranged Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"spell", "rollAction":"Eldritch Bolt"} to hit
Monsters
Quests from the Infinite Staircase
. On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Create Vortex", "rollDamageType":"force"} force damage and has the restrained condition. On a
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Magic Items
The Book of Many Things
Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel.
Justice. You momentarily gain the ability to balance the scales of fate. For
Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Mischief. You receive an uncommon wondrous item (chosen by the DM), or you can draw two additional cards beyond your declared
Magic Items
The Book of Many Things
unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws
. Your walking speed increases by 10 feet.
Pit. A pit opens beneath you. You plummet 3d6 × 10 feet, take damage from the fall, and have the prone condition.
Plant. You gain the ability to cast
monsters
the Poisoned condition until the end of its next turn. While Poisoned, the target makes Wisdom saving throws with Disadvantage. Success: Half damage only.
Rapier. Melee Attack Roll: +7
"} Piercing damage.
Mind Fog. Wisdom Saving Throw: DC 16, each creature in a 20-foot Emanation originating from Jafaki. Creatures immune to the Charmed condition automatically succeed on the save
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
him to grant spells to mortals and for those mortals to receive his favor. Furthermore, kobolds are so frail that a single hit from a human’s weapon can kill one of them, so a tribe has little
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
summoner Speed 60 ft., fly 60 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
Damage Immunities necrotic, poison
Condition
mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hint Checks Any character has the option of making these ability checks to receive a hint: Intelligence (Nature) DC 10. The character knows that “natural” knowledge about bats, snakes, spiders, and
wolves in general won’t help here. Wisdom (Perception) DC 10. The character realizes that the keys’ skull-shaped heads are all the same and probably have no bearing on the puzzle’s solution.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hint Checks Any character has the option of making these ability checks to receive a hint: Intelligence (Investigation) DC 15. The character realizes that if diagonal corners add up to ten, it makes
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hint Checks Any character has the option of making these ability checks to receive a hint: Intelligence (Nature) DC 10. The character knows that “natural” knowledge about bats, snakes, spiders, and
wolves in general won’t help here. Wisdom (Perception) DC 10. The character realizes that the keys’ skull-shaped heads are all the same and probably have no bearing on the puzzle’s solution.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hint Checks Any character has the option of making these ability checks to receive a hint: Intelligence (Investigation) DC 15. The character realizes that if diagonal corners add up to ten, it makes
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hint Checks Any character has the option of making these ability checks to receive a hint: Charisma (Persuasion) DC 15. The goblin provides a hint in the form of a synonym of the riddle’s answer (for
one or more correct answers are given, the character realizes that each answer corresponds to a cardinal direction.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hint Checks Any character has the option of making these ability checks to receive a hint: Charisma (Persuasion) DC 15. The goblin provides a hint in the form of a synonym of the riddle’s answer (for
one or more correct answers are given, the character realizes that each answer corresponds to a cardinal direction.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
condition or you don’t. The Exhaustion condition is an exception; its effects get worse if you have the condition and receive it again.
Conditions Don’t Stack If multiple effects impose the same condition on you, each instance of the condition has its own duration, but the condition’s effects don’t get worse. Either you have a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
condition or you don’t. The Exhaustion condition is an exception; its effects get worse if you have the condition and receive it again.
Conditions Don’t Stack If multiple effects impose the same condition on you, each instance of the condition has its own duration, but the condition’s effects don’t get worse. Either you have a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Exhaustion [Condition] While you have the Exhaustion condition, you experience the following effects. Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion
feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Exhaustion [Condition] While you have the Exhaustion condition, you experience the following effects. Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion
feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Exhaustion [Condition] While you have the Exhaustion condition, you experience the following effects. Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion
feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Even in Sleep (Exploration) An instinctive sense for danger protects you at all times. While you have the Unconscious condition while asleep, you are aware of your surroundings and can make
creature that is simply capable of harming you does not trigger this trait until it has intent to do so. For example, a wild animal might approach you cautiously, then decide to attack only when it realizes you are sleeping.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Exhaustion [Condition] While you have the Exhaustion condition, you experience the following effects. Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion
feet equal to 5 times your Exhaustion level. Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy’s range or if the telepath
contacts a different creature within range. A creature without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy’s range or if the telepath
contacts a different creature within range. A creature without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes
completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes
completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it
order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy’s range or if the telepath
contacts a different creature within range. A creature without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it
order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
if either the telepath or the other creature has the Incapacitated condition. Telepathic contact is also broken if the contacted creature is no longer within the telepathy’s range or if the telepath
contacts a different creature within range. A creature without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes
completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it
and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so