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Returning 35 results for 'condition remaining gaining to have reappear'.
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Spells
Player’s Handbook
can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of
forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into
Spells
Player’s Handbook
can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic
action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires
Spells
Player’s Handbook
is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the
duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Spells
Player’s Handbook
saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it
.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC
Magic Items
Dungeon Master’s Guide
Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book’s pages. If this occurs, the pages reappear after 24 hours. Before all
those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semisentient domain
Monsters
Quests from the Infinite Staircase
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
. The pech makes two Fortified Pickaxe attacks. If it hits a Large or smaller creature with both attacks, the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Fortified
Magic Items
The Book of Many Things
points, you can expend 1 charge from the war pick to have that creature make a DC 15 Constitution saving throw. On a failed save, the creature has the petrified condition for 8 hours. When the war pick has no charges remaining, it loses this property.
Monsters
The Book of Many Things
", "rollAction":"Enervating Claw", "rollDamageType":"necrotic"} necrotic damage, and if the target is Large or smaller, it has the grappled condition (escape DC 18). The target must succeed on a DC 18
point maximum to 0.
Drink Breath. The breath drinker targets a creature that has the incapacitated condition or that the breath drinker is grappling and that isn’t a Construct or an Undead. The
Equipment
feet of you must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the Construct obeys your verbal commands, and you and the Construct can
your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated Construct can repeat the saving throw at the end of its
Monsters
The Book of Many Things
", "rollDamageType":"psychic"} psychic damage and has the incapacitated condition until the start of its next turn. On a successful save, a creature takes half as much damage only. The manifestation persists
until the hierophant dies, has the incapacitated condition, uses a bonus action to end the effect, or uses this action again.
Spellcasting. The hierophant casts one of the following spells, using
Monsters
Divine Contention
end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Ebondeath's Horrifying
, including gaining access to the target's knowledge, class features, and proficiencies.
The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or
Monsters
The Book of Many Things
incapacitated condition and loses control of its body. Gremorly can’t be targeted by any attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence
, Prestidigitation
2/day each: Bestow Curse, Dispel Magic
1/day: SlowYears ago, a wizard named Gremorly drew the Throne card from a Deck of Many Things, gaining ownership of a small castle called Sovereign
Baphomet
Legacy
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Monsters
Out of the Abyss
cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a
reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the
Magic Items
The Book of Many Things
the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.
Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and
trapped in a harmless extradimensional space for 1d4 minutes. You draw no more cards. You then reappear in the space you left or the nearest unoccupied space. When you reappear, you must succeed on a DC 11
Equipment
within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the paralyzed condition for 1 minute. At the end of each of the target’s turns, it can repeat the
saving throw, ending the effect on itself on a success.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
brass decorate their profane altars.
Over time, a cultist of Baphomet becomes tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the
fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room, although he likes to use this
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.
Their only remaining settlement
pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
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
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden
Find Familiar
Legacy
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Spells
Basic Rules (2014)
dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar
with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the
Staff of the Magi
Legacy
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Magic Items
Basic Rules (2014)
magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff
.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an
monsters
":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 12).
Bone Shard. Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType
of shanrigol is called, based on its general shape, a shanrigol heap. These amalgamations of warped flesh and shattered bone establish hunting grounds by accident rather than design, remaining where
monsters
take 10 force damage if they end their turn in this area. Flying creatures that end their turn in this area must make DC 24 Strength saving throws, gaining the Prone condition on a failed
condition.
Hungry Tide (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Hungry Tide"}. Constitution Saving Throw: DC 24, creatures of Dagon’s choice within 120 ft. of it
monsters
30 Acid damage if it has the Prone condition, when it ends its turn in the Emanation.
Level 3. Plants have Advantage on all attack rolls made against non-Plants in the Emanation. A creature hit by a
Plant’s melee attack gains the Prone condition.
Legendary Resistance (4/day). If Shub-Niggurath fails a saving throw, it can choose to succeed instead.Multiattack. Shub-Niggurath makes four
monsters
", "rollDamageType":"Necrotic"} Necrotic damage, and the target has the Frightened condition until the end of its next turn. If at least one creature in the beam fails its saving throw, the corpselight
regains 7 (2d6) Hit Points, gaining any Hit Points that exceed their Hit Point maximum as Temporary Hit Points that last for 1 minute. Success: Half damage only.A will-o’-wisp that starves to
monsters
has the Frightened condition and repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Overwhelm. The abbot
Crimson Abbot’s lair is changed by its presence, creating the following effects:
Fresh Blood. Within 1 mile of the lair, spilled blood doesn’t dry out or coagulate, instead remaining fresh for
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in
your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you
can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you
can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in
your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a
dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a
dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a
forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
fruit or make a DC 10 Constitution saving throw, gaining 1 level of exhaustion on a failed save. Magic that ends the charmed condition cures the cravings, which otherwise end after 1 hour. 2 The creature
turns a sickly green and has the poisoned condition for 1 hour. 3 The creature can’t deliberately lie for 24 hours. 4 The creature can’t understand any language for the next 8 hours. 5 The creature