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Returning 35 results for 'conditions replacing grinding to have replaces'.
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Magic Items
Tasha’s Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined
monsters
Alchemical Implants. The dreshkan has Advantage on saving throws against Exhaustion and the Poisoned and Paralyzed conditions. Magic that restores a creature’s Hit Points restores only half
different creature called a dreshkan. Creating a dreshkan involves replacing the morlock’s bones with a metal skeleton. This new skeleton is often heavily augmented, such as with spiderlike limbs
classes
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
classes
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nonmagical attacks not made with adamantine weapons. It has immunity to exhaustion and the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and prone conditions. The worm regains
: one with its grinding jaws and one with its stinger. Grinding Jaws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nonmagical attacks not made with adamantine weapons. It has immunity to exhaustion and the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and prone conditions. The worm regains
: one with its grinding jaws and one with its stinger. Grinding Jaws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
alternative spell effects for a beholder’s eye. Each of these effects is designed to be of the same power level as the one it replaces, enabling you to create a custom beholder without altering the
monster’s challenge rating. As another option, you can switch any of the damaging eye rays in the Monster Manual to an effect with a different damage type, such as replacing the enervation ray with a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
alternative spell effects for a beholder’s eye. Each of these effects is designed to be of the same power level as the one it replaces, enabling you to create a custom beholder without altering the
monster’s challenge rating. As another option, you can switch any of the damaging eye rays in the Monster Manual to an effect with a different damage type, such as replacing the enervation ray with a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
characters taking their places. If the characters express concern over the fate of staff they’re replacing, Bethra assures them that none of the people were killed, and they’ll be released safely when the job
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
characters taking their places. If the characters express concern over the fate of staff they’re replacing, Bethra assures them that none of the people were killed, and they’ll be released safely when the job
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
characters taking their places. If the characters express concern over the fate of staff they’re replacing, Bethra assures them that none of the people were killed, and they’ll be released safely when the job
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
characters taking their places. If the characters express concern over the fate of staff they’re replacing, Bethra assures them that none of the people were killed, and they’ll be released safely when the job
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor
equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor
equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
increasing the diversity of options for a particular race, rather than replacing some options with other ones. The following example walks through the creation of an elf subrace: the eladrin. This
, replacing the tiefling’s spells with spells of similar levels that more closely match the aasimar’s celestial ancestry. However, the aasimar’s expanded resistance might require limiting this trait to basic
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
Spells. Many characters have the ability to cast spells, which have a huge variety of effects. Some spells are mostly useful in combat, by dealing damage or imposing conditions. Other spells have
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
Spells. Many characters have the ability to cast spells, which have a huge variety of effects. Some spells are mostly useful in combat, by dealing damage or imposing conditions. Other spells have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
increasing the diversity of options for a particular race, rather than replacing some options with other ones. The following example walks through the creation of an elf subrace: the eladrin. This
, replacing the tiefling’s spells with spells of similar levels that more closely match the aasimar’s celestial ancestry. However, the aasimar’s expanded resistance might require limiting this trait to basic
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for
censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for
censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells
censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells
censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells
censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells
censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature’s space and stop
powers of ice and cold. To gain the frigid power of elemental water, the shiver removes one eye and replaces it with a frosty white orb that can blast foes with an icy ray. When the orb isn’t in use, the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature’s space and stop
powers of ice and cold. To gain the frigid power of elemental water, the shiver removes one eye and replaces it with a frosty white orb that can blast foes with an icy ray. When the orb isn’t in use, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
damage, as well as the charmed, frightened, paralyzed, and poisoned conditions. Vent. The east wall has a 3-foot-high, 3-foot-wide, 5-foot-deep air vent leading to area V13. The vent is 10 feet above
Dexterity check, or force open a locked door by succeeding on a DC 20 Strength (Athletics) check. The arcane lock spells don’t prevent the curator or the museum guards from opening the doors. Replacing the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
damage, as well as the charmed, frightened, paralyzed, and poisoned conditions. Vent. The east wall has a 3-foot-high, 3-foot-wide, 5-foot-deep air vent leading to area V13. The vent is 10 feet above
Dexterity check, or force open a locked door by succeeding on a DC 20 Strength (Athletics) check. The arcane lock spells don’t prevent the curator or the museum guards from opening the doors. Replacing the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
-foot-deep pit filled with grinding, blood-stained gears. The walls are metal cards devoid of grip.
Like the Sun and Moon rooms (areas 4 and area 5), this chamber is an elaborate trap. See the Balance
in space. A creature can hover and move by thought with a flying speed of 30 feet, or by using its own flying speed if it has one. Misty Boundary. Mist encircles the void, replacing walls, floor, and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
-foot-deep pit filled with grinding, blood-stained gears. The walls are metal cards devoid of grip.
Like the Sun and Moon rooms (areas 4 and area 5), this chamber is an elaborate trap. See the Balance
in space. A creature can hover and move by thought with a flying speed of 30 feet, or by using its own flying speed if it has one. Misty Boundary. Mist encircles the void, replacing walls, floor, and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, you hear the grinding of enormous gears hidden deep below the stone floor.
Two Howling Hatred priests (see chapter 7) supervise as five commoners slowly turn the westernmost wheel (see “Stone
three Howling Hatred initiates (see chapter 7) suffering from extreme starvation. They suffer from level 4 exhaustion (see appendix A, “Conditions,” in the Player’s Handbook). Beneath their hollow rib
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, you hear the grinding of enormous gears hidden deep below the stone floor.
Two Howling Hatred priests (see chapter 7) supervise as five commoners slowly turn the westernmost wheel (see “Stone
three Howling Hatred initiates (see chapter 7) suffering from extreme starvation. They suffer from level 4 exhaustion (see appendix A, “Conditions,” in the Player’s Handbook). Beneath their hollow rib
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
intermediaries to help extricate the needful from destructive conditions. Despite its charity, though, the Church of Last Hope is not universally loved. The Faithless, the Guild-associated gang in Twin Songs
would provide a suitable cover for the cult’s murderous activities. Since then, he’s been slowly laying off existing workers and replacing them with cultists loyal to the group’s mission. Assisting him
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
conditions. Despite its charity, though, the Church of Last Hope is not universally loved. The Faithless, the Guild-associated gang in Twin Songs, see a trove of wealthy city-dwellers and wishy-washy non
activities. Since then, he’s been slowly laying off existing workers and replacing them with cultists loyal to the group’s mission. Assisting him are Corian Khee, a death’s head of Bhaal who spends days
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
conditions. Despite its charity, though, the Church of Last Hope is not universally loved. The Faithless, the Guild-associated gang in Twin Songs, see a trove of wealthy city-dwellers and wishy-washy non
activities. Since then, he’s been slowly laying off existing workers and replacing them with cultists loyal to the group’s mission. Assisting him are Corian Khee, a death’s head of Bhaal who spends days