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Returning 35 results for 'confusion related grants to her rogues'.
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Magic Items
Acquisitions Incorporated
When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographer’s glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations.
Magic Items
Tales from the Yawning Portal
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the
’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giant;stone giants and dwarves, have advantage on the saving throw
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
are tiny thieves who steal whatever they can lay their hands on to cause confusion and consternation. A faerie borrower stands less than six inches tall, with blue or blue-gray skin and wings resembling
. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of trees, mushrooms, and moss than most mortals. While ouphes are related to Eldraine
Monsters
Mordenkainen Presents: Monsters of the Multiverse
additional effects, each of which he can apply only once per turn:
Confusion. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu
Yeenoghu dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Yeenoghu
Yeenoghu grants special abilities to his cultists. His
Monsters
Waterdeep: Dungeon of the Mad Mage
Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on
, shield, silent image
2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): confusion, hallucinatory
monsters
grants the target one of the following effects of her choice; she can’t take this action again until the start of her next turn:
Aggression. The target has Advantage on attack rolls until the
related to painful or emotional memories.
Faded Dreams. Within 1 mile of the lair, creatures who sleep or Trance have only vague impressions of dreams and recall no details.
If the Weeping Widow dies or moves her lair elsewhere, these effects end immediately.Poison, Psychic
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage
to poison damage.
The range of your darkvision increases by 60 feet.
You gain proficiency with artisan’s tools related to blacksmithing, brewing, and stonemasonry.
Conjure Earth Elemental
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.
Dwarves are solid and enduring like the
identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.
Dwarves in other lands are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides
examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides
examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides
examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides
examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
elf. There is another option related to dragonmarks if your group uses feats: the Aberrant Dragonmark feat grants potentially dangerous magical abilities. Aberrant dragonmarks aren’t tied to the dragonmark houses and can be taken by a character of any race.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
elf. There is another option related to dragonmarks if your group uses feats: the Aberrant Dragonmark feat grants potentially dangerous magical abilities. Aberrant dragonmarks aren’t tied to the dragonmark houses and can be taken by a character of any race.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Bracelet of Rock Magic Wondrous item, very rare (requires attunement) While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC
loses its magic and turns from gold to lead. Curse. The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Bracelet of Rock Magic Wondrous item, very rare (requires attunement) While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC
loses its magic and turns from gold to lead. Curse. The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits
sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency
, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency
, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits
sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
elf. There is another option related to dragonmarks if your group uses feats: the Aberrant Dragonmark feat (see below) grants potentially dangerous magical abilities. Aberrant dragonmarks aren’t tied
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
elf. There is another option related to dragonmarks if your group uses feats: the Aberrant Dragonmark feat (see below) grants potentially dangerous magical abilities. Aberrant dragonmarks aren’t tied
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
developed, they have only 33 hit points each. Spotting these drakes from the ledge requires a successful DC 15 Wisdom (Perception) check; sweeping the pit with a bullseye lantern grants advantage on this
against poison. On a failed save, the character is affected as by a confusion spell for one minute (10 rounds). On a successful save, the character is affected as by a confusion spell for 1 round. The effect is not magical.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
developed, they have only 33 hit points each. Spotting these drakes from the ledge requires a successful DC 15 Wisdom (Perception) check; sweeping the pit with a bullseye lantern grants advantage on this
against poison. On a failed save, the character is affected as by a confusion spell for one minute (10 rounds). On a successful save, the character is affected as by a confusion spell for 1 round. The effect is not magical.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
transmutation). His theory suggests that the central obelisk grants a boost in arcane power to mages across the cosmos, and he urges the characters to aid him in empowering it. In truth, Ubbalux has
.
Enchantment The standing stone casts confusion on you (save DC 15). The spell lasts for 1 minute.
Evocation The standing stone casts magic missile, targeting you with five missiles.
Illusion An
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
touched, either by a creature or an object, its light goes out until it is touched again. Nilhogg’s Nose A Nilhogg’s nose is a small mushroom that grants any creature that eats it advantage on Wisdom
confusion spell with a duration of 1 minute. When the spell effect ends, the poisoned condition also ends. Tongue of Madness Tongue of madness is an edible fungus that looks somewhat like a large human
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creates an illusion 27–29 Suppresses magic items for a time 30–32 Enlarges or reduces characters 33–35 Magic mouth speaks a riddle 36–38 Confusion (targets all creatures within 10 ft.) 39–41 Gives
directions (true or false) 42–44 Grants a wish 45–47 Flies about to avoid being touched 48–50 Casts geas on the characters 51–53 Increases, reduces, negates, or reverses gravity 54–56 Induces greed 57–59
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
touched, either by a creature or an object, its light goes out until it is touched again. Nilhogg’s Nose A Nilhogg’s nose is a small mushroom that grants any creature that eats it advantage on Wisdom
confusion spell with a duration of 1 minute. When the spell effect ends, the poisoned condition also ends. Tongue of Madness Tongue of madness is an edible fungus that looks somewhat like a large human
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
transmutation). His theory suggests that the central obelisk grants a boost in arcane power to mages across the cosmos, and he urges the characters to aid him in empowering it. In truth, Ubbalux has
.
Enchantment The standing stone casts confusion on you (save DC 15). The spell lasts for 1 minute.
Evocation The standing stone casts magic missile, targeting you with five missiles.
Illusion An
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creates an illusion 27–29 Suppresses magic items for a time 30–32 Enlarges or reduces characters 33–35 Magic mouth speaks a riddle 36–38 Confusion (targets all creatures within 10 ft.) 39–41 Gives
directions (true or false) 42–44 Grants a wish 45–47 Flies about to avoid being touched 48–50 Casts geas on the characters 51–53 Increases, reduces, negates, or reverses gravity 54–56 Induces greed 57–59
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Spells 1st Dissonant Whispers, Silvery Barbs (in this book) 2nd Calm Emotions, Darkness 3rd Beacon of Hope, Daylight 4th Compulsion, Confusion 5th Dominate Person, Rary’s Telepathic Bond Consider
Silverquill, as are warlocks. Clerics with the Divine Domains of Light and Trickery also fit in well among the mages of Silverquill. A number of both paladins and rogues attend Silverquill College as well
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Spells 1st Dissonant Whispers, Silvery Barbs (in this book) 2nd Calm Emotions, Darkness 3rd Beacon of Hope, Daylight 4th Compulsion, Confusion 5th Dominate Person, Rary’s Telepathic Bond Consider
Silverquill, as are warlocks. Clerics with the Divine Domains of Light and Trickery also fit in well among the mages of Silverquill. A number of both paladins and rogues attend Silverquill College as well
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Financier. Whether they’re hunting for grants or seeking donations from wealthy philanthropists, the Financier seeks the funds to pay for academic expeditions. Such characters might know their ways around
skills. Bards and rogues make natural academic Financiers, as do those with the charlatan and noble backgrounds. Research Assistant. Whether their seeking to graduate, get published, or make their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Financier. Whether they’re hunting for grants or seeking donations from wealthy philanthropists, the Financier seeks the funds to pay for academic expeditions. Such characters might know their ways around
skills. Bards and rogues make natural academic Financiers, as do those with the charlatan and noble backgrounds. Research Assistant. Whether their seeking to graduate, get published, or make their
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. The Many Meanings of “Giant”
The word “giant” has multiple meanings in English and in the rules of D&D, opening the possibility of some confusion.
As a rule, when this book talks about “giants
throughout this book typically refer to “the Giant language” or “Giant runes,” so there should be no confusion between the language and the creature type.
Other Giants The other creatures of the