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Returning 35 results for 'confidence reduce globe to have requires'.
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Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
Monsters
The Wild Beyond the Witchlight
minute, provided both twins are alive and on the same plane of existence. Maintaining this effect requires concentration (as if concentrating on a spell).Gleam and Glister are high elf twins, who
leaves me flustered and longing to be elsewhere.”
Glister is blessed with confidence, grace, and the power of the sun. She wears a sun mask and is one-half of an acrobatic duo called the Selenelion
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of forceNegate Spell (3/Day). The
achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.
Confronting this
Monsters
Curse of Strahd
, magic missile, sleep, witch bolt
2nd level (3 slots): crown of madness, enlarge/reduce, misty step
3rd level (3 slots): dispel magic, fireball, lightning bolt
4th level (3 slots): blight, Evard's
imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a
Monsters
Van Richten’s Guide to Ravenloft
5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). It requires no
its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until which the creature is covered by ectoplasm
Polymorph
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points
, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or
Nabassu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after
the nabassu and isn’t a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12);{"diceNotation":"2d12","rollType":"roll","rollAction
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Repeater Crossbow, you must take the Advanced Weapon
it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Blackpowder Rifle, you must take the Advanced Weapon
it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Repeater Slinger, you must take the Advanced Weapon
, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
monsters
2d4;{"diceNotation":"2d4", "rollType":"roll", "rollAction":"Site-Bound"} days within area J20 (though she can reduce this time by using the Ebon Fulcrum Lens). Belcorra can be permanently destroyed
/Day Each: Finger of Death, Globe of Invulnerability Cantrip. Belcorra uses Spellcasting to cast an at-will spell.
Ghostly Stride. Belcorra flies up to half her Speed without provoking
monsters
Paralyzed target takes damage, the condition ends early.
Spellcasting (Requires Curse Bottle). The sinner casts one of the following spells using his Curse Bottle (and no other Material components
of the lair, if the number rolled on a die to restore Hit Points is even, increase the number rolled by 1. If the number rolled is odd, reduce it by 1.
Run of Bad Luck. Within 1 mile of the lair, a
True Polymorph
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s
other action that requires hands or speech, unless its new form is capable of such actions.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gloves of Missile Snaring Wondrous item, uncommon (requires attunement) These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing
them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and
starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Mirror Image
Misty Step
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web
3rd Level
6th Level
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level
Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Mirror Image
Misty Step
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web
3rd Level
6th Level
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level
Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and
starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gloves of Missile Snaring Wondrous item, uncommon (requires attunement) These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing
them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and
starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gloves of Missile Snaring Wondrous Item, Uncommon (Requires Attunement) If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to
reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gloves of Missile Snaring Wondrous Item, Uncommon (Requires Attunement) If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to
reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gloves of Missile Snaring Wondrous Item, Uncommon (Requires Attunement) If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to
reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gloves of Missile Snaring Wondrous Item, Uncommon (Requires Attunement) If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to
reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and
starts a Short Rest. The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Free Action Ring, Rare (Requires Attunement) While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of Free Action Ring, Rare (Requires Attunement) While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Free Action Ring, rare (requires attunement) While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blindness/Deafness
Blur
Cloud of Daggers
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Arcane Gate
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blindness/Deafness
Blur
Cloud of Daggers
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Arcane Gate
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Free Action Ring, rare (requires attunement) While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Free Action Ring, rare (requires attunement) While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Free Action Ring, Rare (Requires Attunement) While you wear this ring, Difficult Terrain doesn’t cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Free Action Ring, rare (requires attunement) While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.