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Returning 35 results for 'conditions reappears granting to have return'.
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condition reappears grasping to have return
conditions reappear grasping to have return
condition reappears granting to have return
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conditions reappears granting to have returns
Spells
Player’s Handbook
its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points
Effect
0–20
The target dies.
21–30
The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40
The target has the Blinded and Deafened conditions for 10 minutes.
41–50
The target has the Deafened condition for 1 minute.
Spells
Player’s Handbook
. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a
Fiend, the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Magic Items
Dungeon Master’s Guide
to 0 Hit Points, Blackrazor devours your soul (see “Devour Soul” below).
While you hold this weapon, you have Immunity to the Charmed and Frightened conditions, and you have Blindsight
energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm
Magic Items
Dungeon Master’s Guide
Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)
Deck of Many Things
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Monsters
Icewind Dale: Rime of the Frostmaiden
away. Auril instantly reappears in her Auril (Second Form);second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn’t change.
Innate
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
Monsters
The Book of Many Things
, Wisdom, Charisma, and immunity to the charmed and frightened conditions. He otherwise uses the target’s game statistics, but Gremorly doesn’t gain access to the target’s knowledge
and Good spell. When the possession ends, Gremorly reappears in an unoccupied space within 5 feet of the target. The target is immune to this Possession for 24 hours after succeeding on the saving
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined
Monsters
Keys from the Golden Vault
knocked prone.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.Readiness
her triumph onto her skin. Using ancient rituals, Korda infused many of these artful etchings with the magic of Gauntlgrym’s forges, granting her wondrous gifts.
Korda grew too ambitious for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh
back, granting it a flying speed of 30 feet.
31–35
The target’s ears tear free from its head and scurry away; the target is deafened.
36–40
Two of the target’s teeth
Monsters
Dragonlance: Shadow of the Dragon Queen
drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Caradoc reappears in an unoccupied
at his core, the seneschal didn’t return as a skeletal knight but rather as an intangible spirit. Caradoc’s Undead form suits him well, allowing him to possess the living and use unwilling
Monsters
Icewind Dale: Rime of the Frostmaiden
ice, whereupon Auril instantly reappears in her Auril (Third Form);third form, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn’t change
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
Monsters
Tomb of Annihilation
vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its
Lugg.
Artus has spent most of his life trying to keep the Ring of Winter out of evil hands, but his return to Chult is focused on reuniting with his beloved Alisanda, who disappeared along with the
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
","rollAction":"Far Realm Parasite (Miles)"} miles of where it died. If the lich died inside a magic circle cast to contain Undead, the lich instead reappears as an otyugh with all the lich’s memories
lich against destruction, reviving the lich a few days after death. Canny foes can sabotage an eldritch lich’s revival by slaying the lich in a magic circle, thereby forcing the lich to return in
Magic Items
Tasha’s Cauldron of Everything
crook was again lost. Occasionally it reappears, but the famed artifact is not what it was. Whether or not the artifact’s bearers realize its full threat, few risk using the Crook of Rao&mdash
within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can’t return to the plane the Crook of Rao banished it
Magic Items
The Book of Many Things
from the deck and take effect simultaneously.
Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
Banishment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you’re on, the target is banished
with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is
ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. Time passes differently for the target within the Space Between Worlds, and it perceives
its time spent there as having lasted hundreds or perhaps thousands of years, even if it was only gone for rounds or minutes in the mortal world.
A creature which dies in the Space Between Worlds does not return.
Monsters
Mordenkainen's Fiendish Folio Volume 1
are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right.
Aquatic Vassals
, looting and smashing any settlements they know of or encounter. After six days exactly, their rampage ends, and they return to their humble lives.
Deep-Seated Memories. When a coastal raid or a theft of
monsters
’s turns, it gains one recovery point but otherwise cannot use actions or legendary actions other than Relentless Horror. When it gains its fourth recovery point, its maximum hit points return to
Prone and Restrained conditions as fibrous plant tendrils erupt from the ground. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Conclusion Once they return through the portal to the woods, the characters reunite with Uni, Willowbrush, and Knock. Nosey the puppy also reappears, happy to be back in familiar territory. When
Uni’s horn is brought within 5 feet of her, Kelek’s magic is undone. The horn melds to Uni’s brow with a flash, and her magical powers return. The unicorn thanks the characters and promises that, should
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. At
the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Conclusion Once they return through the portal to the woods, the characters reunite with Uni, Willowbrush, and Knock. Nosey the puppy also reappears, happy to be back in familiar territory. When
Uni’s horn is brought within 5 feet of her, Kelek’s magic is undone. The horn melds to Uni’s brow with a flash, and her magical powers return. The unicorn thanks the characters and promises that, should
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. At
the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the
target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the
target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the
target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return
the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return
the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, wheeling corpses to embalming chambers or to the crematorium. The Heralds of Dust treat the dead with reverence and dignity, granting them last rites in accordance with the beliefs of the deceased
book’s introduction. If all the characters die at once, they reappear back in the morgue. Morte heckles them on their return.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, wheeling corpses to embalming chambers or to the crematorium. The Heralds of Dust treat the dead with reverence and dignity, granting them last rites in accordance with the beliefs of the deceased
book’s introduction. If all the characters die at once, they reappear back in the morgue. Morte heckles them on their return.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
changes. Hunters shift into the forms of panthers and ocelots, forming packs that roam deep into the jungle and return with meat after assisting Chakuna on her hunts. In the aftermath, an underlying
outsiders, granting them protection from the Trial of Hearts. Once adopted into the village, individuals must prove themselves by undertaking initiation ceremonies focused around surviving in the forest for a week with no tools.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
changes. Hunters shift into the forms of panthers and ocelots, forming packs that roam deep into the jungle and return with meat after assisting Chakuna on her hunts. In the aftermath, an underlying
outsiders, granting them protection from the Trial of Hearts. Once adopted into the village, individuals must prove themselves by undertaking initiation ceremonies focused around surviving in the forest for a week with no tools.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
sphere. If it would better fit your group, a trapped character can mysteriously reappear after a few in-game hours or days, rejoining the party on their own. Those who return from the sphere in this
way never remember how they escaped—nor do they return wholly unchanged. Use the following curse, the Mark of the Donjon, to represent the transformation of a character who escapes the Donjon Sphere
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to the
current plane for 24 hours by any means short of a Wish spell. Divine Word Effects Hit Points Effect 0–20 The target dies. 21–30 The target has the Blinded, Deafened, and Stunned conditions for 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to the
current plane for 24 hours by any means short of a Wish spell. Divine Word Effects Hit Points Effect 0–20 The target dies. 21–30 The target has the Blinded, Deafened, and Stunned conditions for 1