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Returning 35 results for 'conditions rare gnome to her revered'.
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Magic Items
Dungeon Master’s Guide (2024)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Monsters
Icewind Dale: Rime of the Frostmaiden
, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence.
When the process of turning a gnome into a mind flayer goes horribly awry
, the result is a gnome squidling—a deformed mind flayer with weak, spindly limbs and oversized tentacles. It relies on levitation to keep its body aloft and uses its tentacles like legs, to
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
Genasi
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Species
Elemental Evil Player's Companion
ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting
hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).
Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring
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
Forest Gnome
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Species
Player’s Handbook (2014)
As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in
Gnome
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Species
Basic Rules (2014)
, sometimes to the great annoyance of their adventuring companions.
ALWAYS APPRECIATIVE
It’s rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes
gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses, jeweler&rsquo
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
Ioun Stone
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Magic Items
Basic Rules (2014)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action
effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone of Absorption;Absorption (Very Rare
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
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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
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gnome Traits Your gnome character has certain characteristics in common with all other gnomes. Ability Score Increase. Your Intelligence score increases by 2. Age. Gnomes mature at the same rate
size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you
Kobold
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Species
Volo's Guide to Monsters
improvised traps they use to protect their warrens.
KURTULMAK: GOD OF KOBOLDS
The god of kobolds was a vassal of Tiamat. When the gnome god Garl Glittergold stole a treasure from Tiamat’s hoard, she
; animosity, gnomes tend to avoid or abandon settlements that have a severe infestation of kobolds, and conversely kobolds are usually driven out of communities that have a large gnome population
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gnome Traits Your gnome character has certain characteristics in common with all other gnomes. Ability Score Increase. Your Intelligence score increases by 2. Age. Gnomes mature at the same rate
size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gnome Traits Your gnome character has certain characteristics in common with all other gnomes. Ability Score Increase. Your Intelligence score increases by 2. Age. Gnomes mature at the same rate
size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gnome Traits Your gnome character has certain characteristics in common with all other gnomes. Ability Score Increase. Your Intelligence score increases by 2. Age. Gnomes mature at the same rate
size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Elixir of Health Potion, Rare When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Elixir of Health Potion, rare When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Elixir of Health Potion, Rare When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.