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Returning 26 results for 'confers damage'.
Other Suggestions:
corners damage
converse damage
convert damage
covers damage
conveys damage
Magic Items
Lost Laboratory of Kwalish
to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
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.
Self-Preservation. You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head.
Magic Items
Lost Laboratory of Kwalish
to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
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.
Supreme Intellect. You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head.
Magic Items
Lost Laboratory of Kwalish
to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
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.
Historical Knowledge. You gain proficiency in
Magic Items
Lost Laboratory of Kwalish
to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
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.
Religious Knowledge. You gain proficiency
Magic Items
Lost Laboratory of Kwalish
to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
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.
Natural Knowledge. You gain proficiency in the
Magic Items
Lost Laboratory of Kwalish
to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
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.
Language Knowledge. You are fluent in one
Magic Items
Infernal Machine Rebuild
you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or
, ending its 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.
Vitality. You gain a +1 bonus to death saving throws while this luminous green-and-blue marbled sphere orbits your head.
Magic Items
Waterdeep: Dungeon of the Mad Mage
) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties.
Winter’s Friend. You are immune to
cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from
Ioun Stone
Legacy
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Magic Items
Basic Rules (2014)
to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Short Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage An interrupted Short Rest confers no benefits.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Short Rest is stopped by the following interruptions: Rolling Initiative Casting a spell other than a cantrip Taking any damage An interrupted Short Rest confers no benefits.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and succeeds on a DC 13 Intelligence (Arcana) check can determine that it confers the same benefit as a magic circle spell that affects celestials, elementals, fey, and fiends all at once. The circle
is removed from the statue. No spells or other magical effects can move or damage the statue, which is a Medium object with AC 17, 33 hit points, and immunity to poison and psychic damage. If the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power. While holding the
shield, you benefit from the following properties. Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction
Monsters
Fizban's Treasury of Dragons
":"2d10+6","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Bite","rollDamageType":"thunder
"} thunder damage.
Claw. Melee Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6);{"diceNotation":"1d8+6","rollType
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Eldritch Invocation Options Eldritch Invocation options appear in alphabetical order. Agonizing Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known
Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Eldritch Invocation Options Eldritch Invocation options appear in alphabetical order. Agonizing Blast Prerequisite: Level 2+ Warlock, a Warlock Cantrip That Deals Damage Choose one of your known
Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls. Repeatable. You can gain this invocation more than once. Each time you do so, choose a different
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Every member of the air cult, for example, would love to be able to soar on the wind, but only certain members have a magical ability or an item that confers that blessing. The cults have some special
slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal). While wearing the claws, you can’t manipulate objects or cast spells with somatic components. Devastation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter
can use an action to seize and stow the stone, ending its 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter
can use an action to seize and stow the stone, ending its 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. Alchemist's Fire. This sticky, adhesive fluid ignites when
hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Antitoxin. A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage
on a successful one. One creature of your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. Alchemist’s Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you
fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Antitoxin. A creature that drinks this vial of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dealing damage to the target or enveloping its head. Magic Mirror. A detect magic spell reveals an aura of conjuration magic around the freestanding mirror, which acts as a portal. Touching the reflective
poison and psychic damage. Pool. Stairs lead down into the pool from one corner of the surrounding walkway. Bavlorna tries to bathe in the pool once a day to keep her skin from drying out and cracking, but
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
drooping wattles—all are strange and doleful.
The carved faces are magical. They are immune to all damage and speak a few programmed messages. When a creature approaches one of the tunnels, the face
) bludgeoning damage as the mouth clamps shut. The mouth similarly damages tools or weapons inserted into it without its permission. L2: Streaked Cave The walls and floor of this cavern are smeared with
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shoes makes it easier for you to identify where damage might come from. Maintain Shoes. As part of a long rest, you can repair your companions’ shoes. For the next 24 hours, up to six creatures of your
can aid you if the clues include broken glass or glass objects. Identify Weakness. With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage a creature. (You can decide whether to allow Tannus to fight to protect himself or others, but should encourage the player running him to think about creative nonattack ways to influence the fight
its slam attack is a blade attack that deals slashing damage. When all other business is done, Rizwin addresses the wedding party one last time. “Your vault awaits, ready for the gifts each family has






