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Returning 35 results for 'condition remaining guild to have returned'.
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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.
Magic Items
Dungeon Master’s Guide
condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
. Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm’s purpose is to protect dwarves. Conflict arises if the
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
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
Monsters
The Book of Many Things
throw or have the prone condition.
Magic Longsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Magic Longsword"} to hit, reach 5
few words. He shares leadership of the guild with Boss Delour and has a knack for planning heists. Guild members consider him a brutal but fair leader. Some perceptive guild members—like Kathra
Monsters
The Book of Many Things
damage if he fails, provided he doesn’t have the incapacitated condition.
Nimbleness. Delour can move through the space of a Medium or larger creature.
Regeneration. Delour regains 10 hit points
him dangerous. He can smile and shake someone’s hand while simultaneously plotting to ruin that person.
Expanding the guild’s activities beyond thievery was Delour’s idea. He
Monsters
Icewind Dale: Rime of the Frostmaiden
its remaining spell slots sparingly.
The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter
named Krintaas. When Dzaan returned to Easthaven, he ordered his companion to stay with the simulacrum and watch over it and the buried Netherese spire.
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
Curse of Strahd
one.
Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia
;s saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
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.
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
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollAction":"", "rollDamageType":"radiant"} radiant damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or have the prone condition.
Radiant
saving throw or have the blinded condition until the end of the creature’s next turn.
Parry. The archon adds 5 to its AC against one melee attack that would hit it, provided it can see the
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
Backgrounds
Guildmasters’ Guide to Ravnica
lifestyle between adventures.
Boros Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Boros Guild Spells table are added to the spell list of your
spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Boros Guild Spells
Spell Level
Spells
Cantrip
fire bolt,
Monsters
Dragonlance: Shadow of the Dragon Queen
":"roll","rollAction":"Horrifying Visage"} × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a
forever as a death knight. As part of his curse, Leedara and several of her companions returned as deathless spirits devoted to ensuring Soth never finds peace.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
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
Curse of Strahd
frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Vladimir, ending the frightened condition on itself on a success.Vladimir Horngaard joined the
battled Strahd's armies to the bitter end.
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those
Monsters
Quests from the Infinite Staircase
, it has the grappled condition (escape DC 20), and Zargon can pull the creature up to 20 feet straight toward itself. Zargon has six tentacles, each of which can grapple one creature. Zargon can move
save, the creature takes 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Slime Wave", "rollDamageType":"acid"} acid damage and has the poisoned condition for 1 minute. On a
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
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
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
monsters
Each: Enthrall, Fireball, Locate Creature (unlimited range when targeting creatures who returned to life a soul he trapped through a contract), Private Sanctum, Silence, Wall of ForceUrevian is a
needs a Rajani soul to do so. Only one such soul remains: the blacksmith and scoundrel who is Vol’s sole remaining descendant. Ideally, Urevian convinces the party to fetch it for him. The contract
monsters
a victim’s memories. Intelligence Saving Throw: DC 12, one creature the pumpkin head can see within 30 feet. Failure: The target has the Stunned condition until the end of its next turn, and its
spirit. They are crafted by demons to resemble their Humanoid victims and returned to wherever the unfortunate souls had been snatched from.
These living effigies speak with the voice of whomever they
monsters
house is targeted by a Dispel Evil and Good spell, it has the Stunned condition. At the end of each of its turns, it can make a DC 15 Charisma saving throw, ending the condition on itself on a success
as above.
Soul Trap. A Humanoid that dies within the house has its soul trapped there until the house dies. The creature can’t be returned to life by any means short of a True Resurrection or
monsters
Amphibious. The leviathan can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the leviathan fails a saving throw, it can choose to succeed instead.
Returned Curse. If the
);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Force"} Force damage. The target has the Grappled condition (escape DC 20), and until the grapple ends, the target has the
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
its turn on that Initiative. The Humanoid can’t be returned to life until the new shrouded is destroyed.
Graveyard Warding. The shrouded can’t move through a space with a barrier or line
", "rollAction":"Consuming Bite", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13). At the start of a Grappled
monsters
Burning Sacrifice. If a creature willingly sacrifices its life in fire or lava for the purpose of defeating the behemoth, the creature can’t be returned to life by any means. For the next 24
Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition.
Claw. Melee Attack Roll: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Claw"}, reach
monsters
Death’s Shroud. The mother always has the Invisible condition. Blindsight, Truesight, and other effects that allow a creature to see Invisible creatures don’t reveal the mother. A
Incapacitated condition.
Undeniable Guilt. At the start of her turn, if the mother can see a possession once owned by her living children, or if she can see or hear the spirits of her children, she
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
any equipment used by the characters must be deposited with the guild and will be refunded when it is returned in good condition or after the successful completion of the mission.
two factions weakened them both. The mariners’ guild then sent a force ashore, and the remaining pirates were killed or driven off by the guild’ soldiers. The island, though now apparently abandoned
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
any equipment used by the characters must be deposited with the guild and will be refunded when it is returned in good condition or after the successful completion of the mission.
two factions weakened them both. The mariners’ guild then sent a force ashore, and the remaining pirates were killed or driven off by the guild’ soldiers. The island, though now apparently abandoned
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the mask to function. If the mask is removed, the character’s body has the incapacitated condition until the mask is returned to the character’s face
Conclusion The adventure in the House of Cards concludes when the mask is placed on the face of the soulless character or if the soulless character dies before their soul is returned. When the mask
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the mask to function. If the mask is removed, the character’s body has the incapacitated condition until the mask is returned to the character’s face
Conclusion The adventure in the House of Cards concludes when the mask is placed on the face of the soulless character or if the soulless character dies before their soul is returned. When the mask
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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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