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                        Returning 35 results for 'condition would receive'.
                    
                
                                                     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
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     being pushed or pulled. To receive this benefit, the ally can’t have the Incapacitated condition.
Vigilant. When you take the Ready action, the next attack roll made against you has Disadvantage before the start of your next turn.
                                                
                                            
                                        
                                                    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->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.
                                                
                                            
                                        
                                                    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
                                                
                                            
                                        
                                                     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->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->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->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
                                                
                                            
                                                
                                                     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->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->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
                                                
                                            
                                        
                                                     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->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    . These creatures are especially dangerous in close combat, because poison drips off their flesh and sprays out from every wound they receive. Venom Troll
 Large giant, chaotic evil
 Armor Class 15
                                                
                                            
                                                
                                                     Immunities poison
 Condition Immunities poisoned
 Senses darkvision 60 ft., passive Perception 12
 Languages Giant
 Challenge 7 (2,900 XP)
 Keen Smell. The troll has advantage on Wisdom (Perception
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     unthinkingly obey any command they receive telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing
                                                
                                            
                                                
                                                     Resistances acid, cold
 Damage Immunities fire, poison
 Condition Immunities blinded, charmed, frightened, poisoned
 Senses blindsight 20 ft. (blind beyond this radius), passive Perception 11
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     complex tasks.
 A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive
                                                
                                            
                                                
                                                     Vulnerabilities bludgeoning
 Damage Immunities poison
 Condition Immunities exhaustion, poisoned
 Senses darkvision 60 ft., passive Perception 9
 Languages understands all languages it knew in life but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     with the result or effect of what caused it to be abandoned. You can use the Abandoned Temple Condition table to determine an abandoned temple’s present state. Abandoned Temple Condition    d8 Status
                                                
                                            
                                                
                                                     guardian. 
   6  Consult with a hermit who lives in the temple. 
   7  Stop cultists from performing a destructive ritual in the temple. 
   8  Restore the temple to receive the patron deity’s blessing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     decide that the priest has revived with one or more of these boons of your choice. If you do so, the priest is Undead rather than Humanoid. A priest can receive each boon only once.  Boons of Undeath   d6
                                                
                                            
                                                
                                                     frightened condition until the start of the creature’s next turn. 2 Ectoplasmic. Otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     members can place bets, earning a payout depending on which steeds place in the top two of a given race. Up to six nightmares race at any given time; those who bet on the first-place steed receive triple
                                                
                                            
                                                
                                                     their initial bet, and those who bet on the second-place steed receive double their initial bet. To simulate a race, have each participating character place a bet on a single number from 1 to 6—each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     and becomes enslaved to its new master’s wishes. The boneclaw forms near its master, sometimes appearing before that individual to receive orders and other times simply seeking to fulfill its master’s
                                                
                                            
                                                
                                                    
  9 (-1)
Saving Throws Dex +7, Con +6, Wis +6
 Skills Perception +6, Stealth +7
 Damage Resistances cold, necrotic
 Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     character has the incapacitated condition in Illithinoch, the infected elder brain establishes a Psychic Link with the character and determines the character’s intentions. The psychic link remains until
                                                
                                            
                                                
                                                     inscription, however, can receive fragmentary insight into the multilayered thoughts contained in it. A non-illithid who wants to understand a Qualith inscription in Illithinoch can make a DC 18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     for power in the mortal world. These priests receive nightmarish visions from Dendar that they interpret as prophecies, and they then use their magic and influence to make these visions come true
                                                
                                            
                                                
                                                     +5, Stealth +4
 Damage Immunities poison
 Condition Immunities poisoned
 Senses darkvision 120 ft., passive Perception 11
 Languages Abyssal, Common, Draconic
 Challenge 4 (1,100 XP) Proficiency
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    , the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith’s message directly to the Dragon Armies. Hrigg’s path
                                                
                                            
                                                
                                                    
 Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor.
 Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     exchange for power in the mortal world. They receive nightmarish visions from Dendar, which they interpret as prophecies, and then use their magic and influence to make these visions come true. The cruelest
                                                
                                            
                                                
                                                     Deception +5, Stealth +4
 Damage Immunities poison
 Condition Immunities poisoned
 Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 11
 Languages Abyssal, Common, Draconic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     driven 10 feet underwater and restrained there. The creature can use its action to make a DC 15 Strength (Athletics) check, ending the restrained condition on a success. Aboleth Whispers Whenever the
                                                
                                            
                                                
                                                     characters explore a new area, roll a d6. On a roll of 1, choose one character to receive an image of the setting features (but not creatures) in area P4, area P5, or area P6. The aboleth living in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Vulnerabilities, if any. See also “Resistance” and “Vulnerability.” Immunities. This section lists the monster’s damage and condition Immunities, if any. See also “Immunity.” Gear. If the monster has
                                                
                                            
                                                
                                                     characters receive for defeating a monster and its Proficiency Bonus follow. Some creatures that are created by magic have no CR. See also “Challenge Rating” and “Experience Points.” Traits. The monster’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     monster’s Resistances and Vulnerabilities, if any. See also “Resistance” and “Vulnerability.” Immunities. This section lists the monster’s damage and condition Immunities, if any. See also “Immunity
                                                
                                            
                                                
                                                     Experience Points characters receive for defeating a monster and its Proficiency Bonus follow. Some creatures that are created by magic have no CR. See also “Challenge Rating” and “Experience Points
                                                
                                            
                                        





