Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'confidence removed gear to have requires'.
Other Suggestions:
confidence removal great to have required
confidence removal great to have requires
confident remote great to have requires
confidence remote great to have requires
confident remove great to have requires
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
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
Candlekeep Mysteries
by the nature of its wolf form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form, and it can’t
Magic Items
Wayfinder's Guide to Eberron
A wand sheath clamps onto your arm and imparts the following benefits:
The wand sheath can't be removed from you while you’re attuned to it.
You can insert a wand into the sheath as an
hand remains free.
If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to
Magic Items
Eberron: Rising from the Last War
armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement
to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
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
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
Spells
Xanathar's Guide to Everything
its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.
The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.
Magic Items
Princes of the Apocalypse
example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
A devastation orb measures 12 inches in
. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
Regardless of the type of orb, its effect
Polymorph
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
, 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
speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
True Polymorph
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
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->Xanathar's Guide to Everything
Ersatz Eye Wondrous item, common (requires attunement) This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ersatz Eye Wondrous item, common (requires attunement) This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hat of Disguise Wondrous Item, Uncommon (Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Ammunition and Ranged Attacks A monster that requires ammunition to make ranged attacks carries the necessary ammunition. Equipping a Monster with Other Items You may equip monsters with additional gear
Gear Monsters have proficiency with their equipment. If a monster has equipment that can be given away or retrieved, the items are listed in the Gear entry. The monster’s stat block might include
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Ammunition and Ranged Attacks A monster that requires ammunition to make ranged attacks carries the necessary ammunition. Equipping a Monster with Other Items You may equip monsters with additional gear
Gear Monsters have proficiency with their equipment. If a monster has equipment that can be given away or retrieved, the items are listed in the Gear entry. The monster’s stat block might include
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hat of Disguise Wondrous Item, Uncommon (Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hat of Disguise Wondrous Item, Uncommon (Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hat of Disguise Wondrous Item, Uncommon (Requires Attunement) While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Far Gear Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks. Aberrant
an aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn. Unnatural Bane. You can cast the bane spell (save DC 15), which
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Far Gear Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks. Aberrant
an aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn. Unnatural Bane. You can cast the bane spell (save DC 15), which
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Hat of Disguise Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Invisibility Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Invisibility Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Invisibility Ring, legendary (requires attunement) While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain
invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Invisibility Ring, legendary (requires attunement) While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain
invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Living Gloves Wondrous item, uncommon (requires attunement) These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the
bonus to the check, instead of your normal proficiency bonus. Symbiotic Nature. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in long ago. The well shaft has abundant handholds and requires a successful DC 10 Strength (Athletics) check to scale without gear or magic. 5c. Pantry Cabinets. Three tall cabinets of dark wood
. The surviving objects continue to float, doing so even if removed from the room. It takes almost no effort to move them, and they sink to the floor under 1 pound or more of additional weight. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in long ago. The well shaft has abundant handholds and requires a successful DC 10 Strength (Athletics) check to scale without gear or magic. 5c. Pantry Cabinets. Three tall cabinets of dark wood
. The surviving objects continue to float, doing so even if removed from the room. It takes almost no effort to move them, and they sink to the floor under 1 pound or more of additional weight. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Invisibility Ring, legendary (requires attunement) While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain
invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Invisibility Ring, legendary (requires attunement) While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain
invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of Invisibility Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of Invisibility Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.