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Returning 35 results for 'conditions revealing gain to have reddit'.
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Spells
Player’s Handbook
. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possession;possessed by or gain the Charmed or Frightened conditions from them. If the target
Magic Items
Dungeon Master’s Guide (2024)
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
benefits granted by the book.
Celestial Calm. While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent
Magic Items
Dungeon Master’s Guide (2024)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to
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
Magic Items
Dungeon Master’s Guide (2024)
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
Monsters
Mythic Odysseys of Theros
fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an
AC of 22 and 100 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its
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
). You gain a +1 bonus to AC, and you can’t be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or
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
Magic Items
Monstrous Compendium Vol. 2: Dragonlance Creatures
attuned to Nightbringer:
Blessing of the Dragon Queen. You are immune to the charmed and frightened conditions, and you gain immunity to one of the following damage types (choose when you attune to the
This heavy mace has a dark oaken handle and a head of blackened steel trimmed with gold. In combat, the mace’s head is wreathed in inky black energy.
You gain a +3 bonus to attack and damage
Magic Items
Storm King's Thunder
decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt recognize the weapon on sight and attack any giant that wields it.
You gain a +1
target is human.
The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.
As an action, you can cast a
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
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
spells
As part of casting this spell, you must expend nine Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell and gain a number of Temporary Hit Points equal
to twice the roll’s total. You gain the creature type of the spell’s target, in addition to your own type.
While the spell lasts, you have Immunity to the Poisoned condition; you no
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
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
magic-items
This armor is made from fey leathers and magical plates, infused with the chemical solutions found in some constructs and empowered with the heart of a gorgon.
While attuned to this 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
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
magic-items
.
While you hold the lantern and it is lit, you gain a bonus to Intelligence (Investigation) and Wisdom (Perception) checks determined by the lantern’s rarity, and you can use the following
or ignite its light as a Bonus Action while you are within 30 feet of it.
Revealing Flame (Rare+). Creatures in the Border Ethereal within the area of the lantern’s Bright Light are visible to
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
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
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
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
magic-items
plate 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 Half Plate Armor requires a Very Rare Workshop and
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
magic-items
studded leather 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 Studded Leather Armor requires a Very Rare
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
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
magic-items
.
While you hold the lantern and it is lit, you gain a bonus to Intelligence (Investigation) and Wisdom (Perception) checks determined by the lantern’s rarity, and you can use the following
or ignite its light as a Bonus Action while you are within 30 feet of it.
Revealing Flame (Rare+). Creatures in the Border Ethereal within the area of the lantern’s Bright Light are visible to
magic-items
corruption writhing within her eyes. While wearing the veil, you gain a bonus to Wisdom checks and Wisdom saving throws determined by the veil’s rarity, and you can use the following properties
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
prolonged work. In return, you gain the following benefits:
You have Resistance to Psychic damage.
You have Advantage on saving throws against Enchantment spells, as well as on saving throws to
avoid or end the Charmed or Frightened conditions.
Overwhelming Listlessness. As a Magic action, you can hold the lens aloft with one hand and speak a command phrase (“An empty death awaits
General Feat (Prerequisite: Level 4+, Triage Expert Feat)
You are a master of the medical sciences because of your association with a medical institute. You gain the following benefits.
Adept
the Triage Expert feat, the creature can spend three Hit Point Dice to end one of the following conditions on itself instead of regaining Hit Points: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.
Alternatively, you can cure one Grievous Wound affecting the creature (see Grim Hollow Campaign Guide).
magic-items
.
While you hold the lantern and it is lit, you gain a bonus to Intelligence (Investigation) and Wisdom (Perception) checks determined by the lantern’s rarity, and you can use the following
or ignite its light as a Bonus Action while you are within 30 feet of it.
Revealing Flame (Rare+). Creatures in the Border Ethereal within the area of the lantern’s Bright Light are visible to
magic-items
.
While you hold the lantern and it is lit, you gain a bonus to Intelligence (Investigation) and Wisdom (Perception) checks determined by the lantern’s rarity, and you can use the following
or ignite its light as a Bonus Action while you are within 30 feet of it.
Revealing Flame (Rare+). Creatures in the Border Ethereal within the area of the lantern’s Bright Light are visible to
magic-items
corruption writhing within her eyes.
While wearing the veil, you gain a bonus to Wisdom checks and Wisdom saving throws determined by the veil’s rarity, and you can use the following properties
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
corruption writhing within her eyes. While wearing the veil, you gain a bonus to Wisdom checks and Wisdom saving throws determined by the veil’s rarity, and you can use the following properties
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
feats
gain the following benefits:
You can tell by looking at a creature if it is missing any of its hit points and whether or not it has more than half of its hit points. You also have advantage on
Wisdom (Medicine) or Intelligence (Arcana or Religion) checks made to determine if the creature is cursed, diseased, possessed, or afflicted by any of the following conditions: blinded, deafened
magic-items
This axe has a wickedly curved head, honed to a razor’s edge and limned with dark fire. Its handle is wrapped in cracked leather, and the entirety is etched with malevolent runes.
You gain a
your turn when you hit a creature with the axe, you can immediately take a Bonus Action to force the target to succeed on a DC 19 Strength saving throw or have the Paralyzed and Prone conditions until