Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conditions rare glory to her reflect'.
Other Suggestions:
conditions rage glory to her reflects
conditions rage glory to her reflected
conditions rage glory to her reflect
conditions rune glory to her reflects
conditions rune glory to her reflected
Classes
Player’s Handbook
more attuned to its origin, developing distinct powers that reflect its source.
Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Equipment. Verminaard wears plate, +2;+2 plate armor and wields the mace Nightbringer, which grants him darkvision as well as immunity to fire damage and to the charmed and frightened conditions (included
banish evil forces from the lands of Krynn, Verminaard was tempted by Takhisis and her promises of glory. Corrupted by the Dragon Queen, Verminaard rose to become one of her champions, claiming
Magic Items
Fizban's Treasury of Dragons
Ornament (Slumbering);Slumbering (Uncommon). You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.
Scaled Ornament (Stirring);Stirring (Rare
frightened or to end those conditions on itself.
Scaled Ornament (Wakened);Wakened (Very Rare). The Wakened ornament has the Stirring property. In addition, when you would take damage of the type
Backgrounds
The Book of Many Things
possess rare and unusual skills unknown to ordinary folk.
Skill Proficiencies: Insight, Persuasion
Languages: One of your choice
Tool Proficiencies: One gaming set of your choice (such as playing
family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life.
Monsters
Quests from the Infinite Staircase
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
Monsters
Icewind Dale: Rime of the Frostmaiden
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
Auril instantly teleports to any location on the island. If the space she chooses as her
Monsters
Icewind Dale: Rime of the Frostmaiden
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions
Species
Sword Coast Adventurer's Guide
reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some
, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary
MUTUAL MISTRUST
People tend to be suspicious of tieflings, assuming
Monsters
Icewind Dale: Rime of the Frostmaiden
forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril dwells on Solstice, a frozen island hidden among the titanic
creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
Auril instantly teleports
Monsters
Fizban's Treasury of Dragons
mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway that ascends the mountain to encourage travel to and from the lair
.
The lair has the following features:
Ice Bridge. The crowning glory of this infrastructural marvel is a wide bridge of ice that spans a chasm between a lesser peak and the lair.
Anterior Spires
Monsters
Fizban's Treasury of Dragons
has spent considerable time shaping the pinnacle of the tallest mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway
that ascends the mountain to encourage travel to and from the lair.
The lair has the following features:
Ice Bridge. The crowning glory of this infrastructural marvel is a wide bridge of ice that
Magic Items
The Book of Many Things
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
Disintegrate spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a DC 30 Dexterity check using thieves’ tools.
Ring. A rare or rarer magic ring appears
magic-items
This magic shield is formed from the shell of an Anomollusk combined with leather from an aberration as its handle. It's fused together and coated in contaminated ichor and inset with a rare animus
. Once complete, the shell gives off an otherworldly hue that shimmers in kaleidoscopic patterns. The shield can reflect attacks and magic.
When you take Acid, Cold, Fire, Force, Lightning, or Thunder
magic-items
armor, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Plate Armor requires a Very Rare Workshop and the following
magic-items
armor, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions
from yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Splint Armor requires a Very Rare Workshop and the following
magic-items
an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from yourself
: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Armor requires a Very Rare Workshop and the following Very Rare Components
magic-items
breastplate, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Breastplate requires a Very Rare Workshop and the following
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Chain Mail requires a Very Rare Workshop and the following Very
magic-items
conditions from yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Half Plate Armor requires a Very Rare Workshop and
the following Very Rare Components:
[Animus] Any Animus
[Fluid] Chemical solution from a Construct
[Hide] Skin from a Fey
[Hide] Plates
Heart from aGorgon[/monsters]
magic-items
armor, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions
from yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Leather Armor requires a Very Rare Workshop and the
magic-items
following conditions from yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Studded Leather Armor requires a Very Rare
Workshop and the following Very Rare Components:
[Animus] Any Animus
[Fluid] Chemical solution from a Construct
[Hide] Skin from a Fey
[Hide] Plates
Heart from aGorgon[/monsters]
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Ring Mail requires a Very Rare Workshop and the following Very Rare
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Hide Armor requires a Very Rare Workshop and the following Very
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Padded Armor requires a Very Rare Workshop and the following Very
magic-items
shirt, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Chain Shirt requires a Very Rare Workshop and the following
magic-items
, you gain an additional use of your Second Wind class feature. In addition, when you use your Second Wind, you regain an additional 3d6 Hit Points and can remove one of the following conditions from
yourself: Blinded, Charmed, Dazed, Deafened, Frightened, Immobilized, Poisoned, Slowed, or Staggered.
Crafting. Creating Inexhaustible Scale Mail requires a Very Rare Workshop and the following Very
magic-items
.
Psychic Fortitude (Rare+). You have Resistance to Psychic damage.
Sense Grief (Rare+). You can cast Detect Thoughts (save DC = 16 + the veil’s bonus) from the veil.
Psychic Shock (Very Rare+). When
a creature forces you to make a saving throw against Psychic damage, or to avoid or end the Charmed or Frightened conditions, you can take a Reaction to deal 2d8 Psychic damage to it.
Thought Worm
monsters
Grappled;Grapple ends. While swallowed, the target has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the dhuthorex. In addition, the target takes 14
deploy these powers not necessarily for wicked ends, but for inscrutable purposes that only those who inhabit the world’s coldest and darkest bodies of water can understand.
Rare dread
magic-items
.
Psychic Fortitude (Rare+). You have Resistance to Psychic damage.
Sense Grief (Rare+). You can cast Detect Thoughts (save DC = 16 + the veil’s bonus) from the veil.
Psychic Shock (Very Rare+). When
a creature forces you to make a saving throw against Psychic damage, or to avoid or end the Charmed or Frightened conditions, you can take a Reaction to deal 2d8 Psychic damage to it.
Thought Worm
magic-items
.
Psychic Fortitude (Rare+). You have Resistance to Psychic damage.
Sense Grief (Rare+). You can cast Detect Thoughts (save DC = 16 + the veil’s bonus) from the veil.
Psychic Shock (Very Rare+). When
a creature forces you to make a saving throw against Psychic damage, or to avoid or end the Charmed or Frightened conditions, you can take a Reaction to deal 2d8 Psychic damage to it.
Thought Worm
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release
the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some
, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary
MET WITH MISTRUST
Ignorant people tend to be suspicious of
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright
Curious
Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers
magic-items
bonus to attack rolls and damage rolls made with this magic weapon determined by the axe’s rarity. You can also use the following properties.
Fiery Smite (Rare+). This axe deals an extra 1d6
Fire damage on a hit. If the target is a creature that damaged you since the end of your last turn, the extra damage becomes 1d10.
Mark of Guilt (Very Rare+). When you hit a creature with the axe, you
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
heart of the world and monuments to the durability of life.
In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common
something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to